Now with "clipping planes" feature with boundary coloring, a better #WebGL visualization, and some others improvements visible in the release note page:
https://github.com/BrutPitt/glChAoS.P/releases …pic.twitter.com/gyjE6BTLdb
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Freelance Software Engineer
glChAoS.P / wglChAoS.P - #glChAoSP / #wglChAoSP
#MicheleMorrone
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Now with "clipping planes" feature with boundary coloring, a better #WebGL visualization, and some others improvements visible in the release note page:
https://github.com/BrutPitt/glChAoS.P/releases …pic.twitter.com/gyjE6BTLdb
There is something a little strange with the position of speculars. Seem they are not really following the lightsource properly.
You have a trained eye
Two times yes!
The motivation arise from need to maintain rendering fast: indeed I have no meshes/surfaces, only dots, from which i build, in fragment shader fase, a sphere reflection model, based on radius (and on single "sphere" the light is correct)
1) On reflection, when use DualPass (to avoid roughness) I rebuild a surface form zbuffer (from "splatted" spheres) Currently I left the freedom to play with normals (surface convexity: ADJ values): correct values are about between 1/4../3, but depends from non linearity of zBuff
2) On shadows, to avoid serrated edge, I use a 1/4 of real light distance (only on shadow, not on reflection), but this is notable mostly on side light: indeed If you disable "auto distance" and move far the light, this effect is less noticeable
I know: these are more video games tricks (to maintain high FPS and fluid exploration) than professional RayTracer Shadow model distance will change (soon) from next release, together to auto "bias" based on real point distance.. in prevision on future more complex shadow model
I guess it had to do with performance. I really like the interactivity so it is a good tradeoff. It is a lot of fun to play around with it.
Thanks. Is fantastic fluidity in exploration, but when found an attractor miss me a precise raytrace like Houdini Now export point cloud in PLY(only desktop version), but I have in mind to build a little raytrace engine for STATIC objects/surfaces produced from SORTED point cloud
I find fascinating your 3D automata, and thinking also about these.
Actually I've been thinking about it for a while now (from DLA3D generator), but the beauty of your jobs and images now is fomenting the idea 
It would be awesome to see what you get out of it. Read @stephen_wolfram’s book. It has some really interesting systems.
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