- Видео 5
- Просмотров 41 641
CodeJar
Нидерланды
Добавлен 3 мар 2021
Hello everyone!
My name is Joris, a Dutch Computer Science Master Student at TU Delft specializing in Computer Graphics.
My name is Joris, a Dutch Computer Science Master Student at TU Delft specializing in Computer Graphics.
Creating Art using Digital Evolution
I have created a set of simple evolutionary algorithms, to solve black box problems.
it is implemented in C++, as a plugin within Godot. In this video, I showcase it optimizing a voronoi diagram. My original intention was training neural networks using this, which I will showcase in the next video.
## Useful Links:
- Discord: discord.com/invite/6mvxB8TpSW
- Technical Blogpost: jorisar.github.io/portfolio/posts/evolutionaryalgorithms/
- CMA-ES: en.wikipedia.org/wiki/CMA-ES
- Voronoi Diagram: en.wikipedia.org/wiki/Voronoi_diagram
- Music (by me!): soundcloud.com/codejar/digitalevolution
it is implemented in C++, as a plugin within Godot. In this video, I showcase it optimizing a voronoi diagram. My original intention was training neural networks using this, which I will showcase in the next video.
## Useful Links:
- Discord: discord.com/invite/6mvxB8TpSW
- Technical Blogpost: jorisar.github.io/portfolio/posts/evolutionaryalgorithms/
- CMA-ES: en.wikipedia.org/wiki/CMA-ES
- Voronoi Diagram: en.wikipedia.org/wiki/Voronoi_diagram
- Music (by me!): soundcloud.com/codejar/digitalevolution
Просмотров: 816
Видео
Simulating Wild Fires on a Large Terrain | Advanced Computer Graphics |
Просмотров 1,8 тыс.Месяц назад
I have created a simple but effective forest fire simulation for my large scale smooth voxel terrain. it is implemented in Godot using C#. Keep in mind, the goal is not realism, but it's a proof of concept that such a system could work on my terrain implementation. Useful Links: - Discord: discord.com/invite/6mvxB8TpSW - Technical Blogpost: jorisar.github.io/portfolio/posts/forestfires/ - Godot...
Procedurally Generating a Minimap | Advanced Computer Graphics |
Просмотров 7 тыс.2 месяца назад
I have created a Zelda-inspired map in Godot using C#. It uses the rasterization pipeline to capture a depth texture from above, and with some post processing it is rendered in a useful and visually pleasing manner. I also added some markers/a ping system, and I briefly touch on the maths involved there. Sources & Relevant Information: - OpenGL Coordinate Systems: learnopengl.com/Getting-starte...
Procedurally Populating a Large Terrain with 100.000 Trees | Advanced Computer Graphics |
Просмотров 12 тыс.3 месяца назад
I have created a set of algorithms to populate my large-scale smooth voxel terrain in Godot using C#. I define two types of objects, namely features (trees & rocks) and details (grass & flowers), with two distinct methods of generation and rendering. I also define biomes using noise, which helps add visual variety. Useful Links: - Discord: discord.com/invite/6mvxB8TpSW - Technical Blogpost: jor...
Gigantic Smooth Voxel Terrain with Level of Detail | Advanced Computer Graphics |
Просмотров 19 тыс.4 месяца назад
I have created a large smooth voxel terrain with level of detail in Godot using C#. I use surface nets to quickly compute meshes based on an underlying Octree which efficiently stores an SDF. Useful Links: - Discord: discord.com/invite/6mvxB8TpSW - Technical Blogpost: jorisar.github.io/portfolio/posts/smoothvoxelterrain/ - SDF functions: iquilezles.org/articles/distfunctions/ - Godot: godotengi...