Nick McDonald @weigert__
Engineering Grad @ ETHZ/MIT; Climate Change Engineering; Physical Systems Modeling; Hobbyist Graphics Programmer I don't even have a GPU man https://t.co/VM1UdQMp1F nickmcd.me Vienna AT Joined August 2020-
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I finally released my article "Simulating Wind on Procedural Terrain using GPU Accelerated Lattice Boltzmann Method". I explain in detail how #LBM works and how you can implement it on your #GPU! Read it here: nickmcd.me/2022/10/01/pro… #procedural #terrain
I made an adaptive image triangulator! Here is "Las Meninas" by Diego Velazquez. source: github.com/weigert/t-pose
Rotational Field for the Iterative Circumcenter Map of a non-convex 6gon. How I made this nickmcd.me/exploring-the-… #geometry #shaders #GPU #mathematics
Simulating wind over procedural terrain #procgen #geomorphology
Real-Time Voronoi Cubemap Shader (just for fun)
A 3D non-linear ODE of the form d[x,y,z]/dt = M*[x,y,z] + Q*[x*x,y*y,z*z] + R*[x*y,y*z,z*x] + c, (M,Q,R are matrices) can have a stable orbit passing through a saddle point along a separatrix, splitting it and recombining in another saddle point, with plenty of spirals. Nice.
Aerial shot of some terrain generated with SoilMachine. #opensource #geomorphology #procedural #terrain #procgen
I'm working on a new tool for geomorphology simulation and procedural terrain generation! SoilMachine: Multi-Layer, Multi-Sediment Hydraulic + Wind Erosion. Below with 3 sediments on a 1024x1024 grid. Src: github.com/weigert/SoilMa… #opensource #geomorphology #procedural #terrain
Reading: "Clustered Convection for Procedural Plate Tectonics" weigert.vsos.ethz.ch/2020/12/03/clu… from @weigert__
Playing with plate tectonics simulation. This is done using clustered convection, enabled by my GPU accelerated voronoi textures and filters: weigert.vsos.ethz.ch/2020/08/01/gpu… Gives really hypnotic looking flow.
New blog article: Simple particle-based wind erosion weigert.vsos.ethz.ch/2020/11/23/par… Full source code + explanation of how it works. Makes for some very nice #procedural #dunes with physical realism. Very nice #emergent behavior! #procgen #geomorphology #simulation #erosion #terrain
Procedural Dunes! Simulated Wind #erosion on a big, random pile of sediment. Blog article coming soon. #procgen #erosion #dunes #geomorphology #simulated #gamedev #worldgen
New Blog Article: "Transport-Oriented Growth and Procedural Trees" weigert.vsos.ethz.ch/transport-orie… I generate high-quality tree meshes for various tree species and stages of growth at run-time using a simple parametric transport&growth model! #procgen #generative #simulation #gamedev
jb @jbaker_graphics
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Glaciers are strange. On the left, wildly deformed outwash overridden by ice in McHenry County Illinois. On the right, till directly on a coal bed in Paleocene bedrock, North Dakota (sorry for the bad lighting).
pan (left click + drag) / rotate ( right click + drag ) in #Voraldo - had been using kb controls for this for a long time, nice little qol feature I had been meaning to implement for a long time
The answer is C This is a consequence of the Usual arithmetic conversions see [expr.arith.conv]: eel.is/c++draft/expr.… Which leads us to Integral promotions see [conv.prom]: eel.is/c++draft/conv.…
some photography
#172 Given the following in C++: #include <iostream> #include <cstdint> int main() { uint16_t x1 = 1; uint16_t x2 = 2; std::cout << x1 - x2 << "\n"; // What will this output? } Without checking: A. 65535 B. 4294967295 C. -1 D. Show me the results #Cplusplus #Cpppolls
gpu physarum sim with 15m points, atomic add + progressive blur for rendering - rendered and recorded from an outside camera with a fisheye lens
@weigert__ this might kinda help illustrate the idea - basically instead of how you do normal ray divergence, with the rays fanning out, this makes them point inwards, sort of moving towards convergence somewhere in front of the viewer
@weigert__ this is fractal SDFs evaluated at several points inside each RGBA voxel ( like AA for soft edges ) which is then blurred heavily with a a 3d gaussian kernel, and then that result is rendered with hyperbolic perspective, for inverse foreshortening - things farther away look larger
top of ribcage, upper back #voraldo
@weigert__ just wanted to say your blog posts on terrain generation are incredible, maybe the best on the internet. please keep writing!
starting position jitter effects