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   Author  Topic: 3D pixel space  (Read 4533 times)
flight404

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3D pixel space
« on: Sep 9th, 2003, 9:13am »

I have a master plan for this sketch, but for now ...
 
http://www.flight404.com/p5/point_cube6/
 
... this is what I am playing with.  I am fairly certain that I am doing this both the hard and processor intensive ways so I do not recommend looking at the source code .  It will run fairly slowly as it is using 3D primitives numbering in the hundreds.  Here is a render if you wish to view it at a more rewarding FPS.
 
http://www.flight404.com/p5/point_cube6/pointCube5Small.mov
 
Currently, I am making a 3D array that is 40x40x40 and using each one of those dots to calculate distance from a meandering object.  If the dot is within a certain distance of the meanderer, it grows in size.  The dots only decrease in size by decrementation (is this a word?) so the final effect is like an organic comet trail.
 
r
 
Bijeoma

myloveiloved
Re: 3D pixel space
« Reply #1 on: Sep 9th, 2003, 2:54pm »

really nice work i like the start. sorry i cant give any technical advice.
 
bryan
 
David Mear


Re: 3D pixel space
« Reply #2 on: Sep 9th, 2003, 5:50pm »

That's some really cool coding, I can't wait to see more of this "master plan" .
 
Aren't 3d pixels called voxels? (I seem to remember that from somewhere.)
Actually, now that I think about it. Your sketch reminds me of the technique used for metaballs/blobs. Uhm... I think it's called wandering cubes, or something.
 
Anyway, could you somehow clip the voxels that are concealed by others, to speed it up a little?
 
Koenie

170825270170825270koeniedesign WWW Email
Re: 3D pixel space
« Reply #3 on: Sep 9th, 2003, 5:54pm »

It reminds me of a comet. A glowing ball with a trail of smoke and fire. Really nice, and I'm curious where this is going.
 
David: The technique for metaballs is called 'marching cubes'
 
Koenie
 

http://koeniedesign.com
toxi

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Re: 3D pixel space
« Reply #4 on: Sep 9th, 2003, 6:29pm »

actually, the marching cubes algorithm is only used to determine the exact surface of the iso boundary/surface, not to compute the voxels itself...
 
<shameless_plug>
a (deadslow) shockwave version of the marching cubes algo
</shameless_plug>
 
« Last Edit: Sep 9th, 2003, 6:29pm by toxi »  

http://toxi.co.uk/
flight404

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Re: 3D pixel space
« Reply #5 on: Sep 9th, 2003, 7:08pm »

More!  I need more information.  Not just vague mentionings of things I know nothing about.  Voxels?  Marching Cubes?  Toxi upstaging me?    MORE MORE MORE
 
Previous examples... they run much faster:
 
http://www.flight404.com/p5/point_cube/
http://www.flight404.com/p5/point_cube2/
http://www.flight404.com/p5/point_cube4/
 
toxi

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Re: 3D pixel space
« Reply #6 on: Sep 9th, 2003, 7:49pm »

hehe... am not upstaging with you, Sire!
 
but eat more of this: marching cubes and that: voxels
 

http://toxi.co.uk/
v3ga

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Re: 3D pixel space
« Reply #7 on: Sep 9th, 2003, 7:58pm »

Some More !
 
http://www.angelcode.com/dev/metaballs/
 
http://www.siggraph.org/education/materials/HyperVis/vistech/volume/surf ace4.htm  
 
http://www.exaflop.org/docs/marchcubes/ind.html  
 
Check also an old applet of mine, implementing "Marching Squares", the 2D brother of the Marching Cubes :
 
http://v3ga.free.fr/Java/Liquid_Balls_p5/
 

http://v3ga.net
David Mear


Re: 3D pixel space
« Reply #8 on: Sep 9th, 2003, 10:20pm »

Thanks koenie, I knew it was something like that.
 
Voxels are just a 3d grid of points, each with a color / alpha value, right?
So you should be able to convert, say, a video into a voxel "image". With time as the third dimension.
That'd be kinda interesting
 
I think the Bladerunner game used voxels for the characters. Can anyone back me up on that?
« Last Edit: Sep 9th, 2003, 10:24pm by David Mear »  
flight404

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Re: 3D pixel space
« Reply #9 on: Sep 9th, 2003, 11:21pm »

I want to cry.  You all have just opened up new doors of confusion the likes of which have never been seen by mine own eyes.  Thanks for nuthin, you smart bastards!  
 
Glen Murphy

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Re: 3D pixel space
« Reply #10 on: Sep 10th, 2003, 12:24am »

Here is a 1.9MB video of a voxel raymarcher I've been working on. It also includes a lighting/shading 'engine'. Note that it is not a realtime piece, running at an ASTOUNDING 1 frame every 5 seconds on my XP2600. The grid in the scene is 100x100x100, but you can zoom down to a point where one voxel occupies most of the screen without seeing any blockiness.
 
http://glenmurphy.com/private/dust_test2.mp4
 
I'm looking forward to using this with toxi's noise() function, especially once I fix some view-portal errors.
« Last Edit: Sep 10th, 2003, 12:33am by Glen Murphy »  
toxi

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Re: 3D pixel space
« Reply #11 on: Sep 11th, 2003, 6:40pm »

hey glen, this is ++great! funny, we seem to have similar interests, i've started on a raymarching thing a while ago myself (originally in lingo), however without any lighting. seeing yours though, with it looks soooo much better! i'd love to see more of it
 
here're 2 DivX movies of a MRI scanned foot and the other of a perlin noise matrix, rendered with my version. i'll post the code, once i've cleaned it a bit. it's terribly slow still. to render the noise takes actually over 10secs/frame at the moment, because i'm not caching the noise data.
 
http://www.toxi.co.uk/p5/voxels/foot.avi
 
http://www.toxi.co.uk/p5/voxels/noise.avi
 

http://toxi.co.uk/
Koenie

170825270170825270koeniedesign WWW Email
Re: 3D pixel space
« Reply #12 on: Sep 11th, 2003, 8:15pm »

These two things I see here attract my interest! This is really cool. And don't tell me this is made with Processing...
 
Koenie
 

http://koeniedesign.com
Glen Murphy

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Re: 3D pixel space
« Reply #13 on: Sep 12th, 2003, 12:01am »

Toxi, that's awesome. The lighting stuff in my version was quite simple, and the rest of the engine was pretty pov - I didn't even know what raymarching was until after I'd finished
 
I have to add colour rendering and a proper viewportal to mine before I'll consider it anywhere near done. Currently the viewportal is just based on rotating the ray left/right/up/down a number of degrees determined by your FOV and window width, so there's heaps of distortion on anything on the vertical axis. Homeworld2 and new episodes of Naruto are my biggest obstacle towards making any progress at the moment, however.
 
Koenie, the stuff I did was done in Processing, although I suppose it could've been written in any language, as it was mostly just poking with arrays and vectors. Like most things, P5 just made it easier.
 
flight404

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Re: 3D pixel space
« Reply #14 on: Sep 13th, 2003, 10:16pm »

Added a couple videos from these experiments.
 
http://www.flight404.com/p5/video/fireTrail4Small.mov
http://www.flight404.com/p5/video/yellowSnail.mov
 
Sorry about the color on the last one.  Bit sickly if you ask me.
 
r
« Last Edit: Sep 13th, 2003, 10:17pm by flight404 »  
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