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BVH is love, BVH is life 📦

Ramped up samples, bounces, and resolution and the rendering time is still less than the first attemts with the linear traversal of all objects in the world.

Converting interaction event into a single-constructor with additive, multiplicative, and scatter components helped a little too.

Also, skipped ray bouncing when attenuation drops below 10-bit range. The limit practically remains to prevent infinite bounces between perfect mirrors.

Cornell box, here I come!

Found this little gem while testing UV generation code.

(The UVs came out wrong, though.)

Textures are just `Material a` combinators concerned with producing stuff at hit points.

Since the Material is a Monad now, no need for special cases for colors and then another bunch of combinators for materials.
A sampler can be used to pick entire materials if needed.
(Ooops, I actually CPSd a little...)

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`instance Monad Material where`

Sitting on my hands to avoid going full CPS on it (again)

Been fever-dreamin' some DIY material layering and light sources (before I get to the chapter 7 of the second book).

The amount of noise from emissive materials is.. ugh. Apparently this is why we bother with "light sources" instead of just dropping some light bulbs here and there.

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Something is really, thoroughly, horribly broken with this world.

> Despite being built in the 1960s without the aid of computers, it remains to this day the fastest air-breathing manned aircraft ever constructed.
> ... this was a 21th-century performer delivered in the early 1960s

> The aircraft went from idea to service in 20 months.

Excuse me... the fuck?.. :ablobpeek:

I've heard that Australian media magnates are wild, but this is quite something.

Behold, a $7700 230W Fibonacci¹ accelerator²

¹: And the other functional³ programs.
²: According to haflang.github.io/about.html
³: I.e. using graph reduction evaluation

Skipped a beat reading this in a notification

On the importance of having a Maybe, not just nulls.

Thanks, worlds largest question-answering engine, trained on 25 years of human queries and feedback.

Subtleties of animation...
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓

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