Live Coding 'Sphere Gears' - Part 1

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LIVE streamed deconstruction of the "Sphere Gears" mathematical image and animation, PART 1.

And these are all the coding checkpoints I used during the stream, which you can use if it becomes difficult to follow the progress of the code in the stream:

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Sphere SDF (2:45)
Box SDF (5:33)
Round Box SDF (23:17)
Circular (angular) repetition (31:32)
Q&A (41:39)
Ring SDF(42:31)
Smooth maximum (smax) start of explanation (1:00:11)
Smooth maximum (smax) math explanation (1:8:25)
Cross SDF (1:23:25)
Vertical Sticak SDF (1:34:31)
Animating Gears (1:46:51)
Adding some textures (1:53:15)
More Gears (1:55:53)

domengolob
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I wish I’d paid more attention in maths classes. this is god level. Bravo IQ sir! ❤

NeilMyatt
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This is amazing! i find it so fascinating to see you create these shapes out of essentially nothing and explain it all so well.
Good job! I would love to watch much more of these in the future!

OfflineOffie
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this is one of the most helpful shader videos on youtube currently. Thanks for doing this(2 years ago), I hope you do another live coding soon!

nurse_plissken
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The issue with the rotation was that the gears were reflected across a plane instead of rotated, and so the rotations of opposing gears (+x and -x gears for example) were rotating in opposite directions. You can convince yourself of this by considering that any gears linked by an odd number of gears must be rotating in the same direction.

The fix is probably to remove the abs in the gear and use a rotation instead, or to draw a second reflected gear that rotates with -time.

Love the patient explanation of the concepts though, really helped me to understand, especially smax (which I had just been copy and pasting).

ReaperUnreal
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Thanks you very much Inigo for sharing your knowledge again. You are a great professor !

yvanvan
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wow...bro...these tutorials are top quality. Can't believe they are for free...thanks!

andreidoanca
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I'll be watching this again as it was really informative. Thanks

shau
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I just spent a delightful morning following along to this. Thank you!

XavierShay
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I wish you would stream as frequently as you did three years ago. I stumbled across your channel only recently but you have been so useful to spark my curiosity about shaders and teach me a lot from your detailed explanations and visualization. These streams especially are really useful and it's unfortunate to see how little activity you had on this particular stream. I'll keep on following your work and I look forward to any future videos/streams from you although I have to admit I'm a little impatient 😅. Grateful to have your content on the internet, thanks a lot man!!

therealpancake
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so so fascinating and helpful seeing you go through the math and then the code for the said math. thank you so much for your time and effort making this knowledge and way of thinking accessible for others <3

consumer
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wow, as a 3d artist myself, it is really impressive to see it done 100% in code!

artmaknev
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Holy moly. This is fascinating. I should have studied math better when I was young. Let alone coding. @77 I've trying to learn CNC/CAM, 3d printing, Freecad, Western Swing guitar, welding, Touchdesigner, electronics, WLED, Blender, and a half dozen other diciplines/skills. Alas... the tech that has evolved during my later years just astounds me. Wish I was 20 again, although I wouldn't trade my years as a pro guitar player for anything. Thanks for the tutorial..it's mesmerizing.

martinwalters
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Beautiful! I will follow the videos as soon as possible! Thanks man!

igoramorim
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At the begining of the session you mention "last time we wrote a raymarcher from scratch". Which video is that? Thanks

thefriendsofmrgyro
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Just realised there's a deeper meaning in rounding the corners like that, in the sense that the resulting shape is actually a *convolution* in 3D space between a box and a sphere. It didn't hit me right away until you started drawing the star. I find that beautiful and intriguing at the same time. The convolution is a very, very expensive operation in time domain, especially if done in 3 dimensions. It's significantly less expensive if done in spectral domain where it's just a multiplication of magnitudes and an addition of phases, yet still, you achieve it in SDF with just a subtraction operation. That blows my mind, especially when I think of the multitude of properties that could be exploited in SDF with effect in time domain. The funny thing is that convolution with a sphere is a special case of low-pass filtering. And it makes sense if you think about it. You start with a signal that has a rich content of high frequencies (ex. sharp corners) and you end up with a signal that was stripped of it's very high frequencies. And you did that with a freakin' subtraction. This is an amazing example of how a complex problem becomes trivial by moving it in a different domain or representation. Now I can't stop but wonder.. Can a shadow be made smooth by just a subtraction in the right place in SDF? Because if so, this would be huge for Ambient Occlusion and light transport in general. I really hope you get to read this despite of the long reading.

AlexTuduran
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⭐⭐⭐⭐⭐
Thank you very much Inigo for sharing your knowledge with us here.
I want to focus on Vulkan and hope that you will also post SPIR coding tutorials here soon so that we can all get startover with the great abilitys of Vulkan the next gen GPUs and get in a shiny future.

You and your friend have already achieved great things with Shadertoy and will be unforgettable in the coder community.


So until then and keep it up dear Inigio with best regards from mountainous Switzerland from bennoH.🐼

bennoH.-crgu
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Absolutely amazing and mind blowing, hope to see more content from you.

CapteinObvious
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You are my computer graphics professor. Really great.

purpleAiPEy
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Thank you! This explains very well, especially SDF.

harkohorus