#video #toread by #Coding-Adventure about analyzing #audio with #DSP
on 02026-01-1341' #CodingAdventure #video on simulating smoke #graphics #toread
on 02025-10-14#CodingAdventure #video on sound, the Fourier transform, fluid dynamics, etc. Starts with .wav #file-format, showing #C-sharp source code. He’s using programming #ligatures, perhaps of interest as a use spotted in the wild. He simulates propagating waves through a two-dimensional fluid simulation from a reciprocating membrane to a “microphone”. Justifies the Fourier transform with visualizations. “My faith in this implementation is as bottomless as a puddle.” Also explains the Nyquist frequency and spectral leakage, again with visualizations.
on 02024-09-10#CodingAdventure #video #toread #tutorial on raymarching #graphics
on 02024-06-23#CodingAdventure #video about #raytracing #graphics with BVH in #Unity. He’s using AABBs split spatially in half along the long axis, with triangles assigned according to their centers and the AABBs grown to fit. He’s using the Stanford Dragon as his test mesh. Apparently Unity’s shader language doesn’t support recursion, nested lists, or dynamic allocations, but syntactically looks very much like C#, except for out or inout on some parameters. while-loops are fine. You communicate with the shader by SetBuffering a “material” (RayTracingMaterial, I guess is what he called his shader), but the buffer names aren’t checked. Also he crashed the GPU by overrunning a buffer. Aha, and Unity wraps your mouse around the left and right edges of the screen when you’re dragging left or right on a number to adjust it. By building a 27-level deep BVH over an 81000-triangle reduced version of the model and using early ray termination tests, he was able to get that model to display at 325+ fps instead of being slow and janky. Further optimizations (maintaining integers rather than structs on the BVH stack, splitting nodes using the “surface area heuristic”, and reducing the size of his node struct) got to 600+. This version could handle the whole 870k triangle model at almost 500 fps. Finally he adds reflection and renders the model in the Sponza Palace.
#video about Eulerian fluid #simulation with #shaders by "RL Hugh" who seems to be #CodingAdventure (Sebastian Lague) in some sense
on 02024-05-21