25th August 2003 11:10 UTC
Torus DM
http://www.deviantart.com/deviation/2809465/
Its a big floating space torus of the DM variety, rather than SSC, and its a *real* quartic torus and not some fake-o intersection of quadrics.
Enjoy!
Archive: Torus DM
jheriko
25th August 2003 11:10 UTC
Torus DM
http://www.deviantart.com/deviation/2809465/
Its a big floating space torus of the DM variety, rather than SSC, and its a *real* quartic torus and not some fake-o intersection of quadrics.
Enjoy!
Magic.X
25th August 2003 11:23 UTC
Great Work!
Btw, just before you see the ring 90°from the side, the shading is a bit odd.
Tuggummi
25th August 2003 12:38 UTC
btw. i find it partially amusing that you guys want everything to be *real*. Why is it just a big deal if faking the damn thing works just as well? (even better at some cases)
Anyway, nice work J :up:
jheriko
25th August 2003 13:22 UTC
Originally posted by Magic.XI know... its an artifact of the edge fader... beside it looks better with it than without.. otherwise the hole looks really weird from shallow angles.
Great Work!
Btw, just before you see the ring 90°from the side, the shading is a bit odd.
Tuggummi
25th August 2003 13:32 UTC
Jheriko, right. Maybe i was just thinking about too simple things like raytracing a plane instead of using the d=d/(y+1) method or something like that :)
Blah, i don't even know what im talking about ;)
Deamon
25th August 2003 14:15 UTC
Very nice indeed. You pulled of a nice job on that one :)
[Ishan]
25th August 2003 16:52 UTC
yeah cool,hehe nice work!:up:
anubis2003
25th August 2003 20:51 UTC
Now time to be a math pioneer and create a septic solver.:p
UnConeD
25th August 2003 22:01 UTC
Tug: the reason I personally like doing stuff the 'real' way is because it gives you control over everything. If you know exactly how something works, you can easily change things around.
jheriko
25th August 2003 22:36 UTC
Originally posted by anubis2003Actually the method utilised here can be applied to any surface which can be rearranged to be in the form f(x,y,z)=0. I have raytraced x^6+y^6+z^6=1 - a sextic, a double torus (x²(ax²-b)+y²)²+z²=c - an octic, a trigonometric surface sin(x)=cos(y) - infinite degree. The limits of DM raytracing are now your knowledge of geometry, your understanding of numerical methods and the ability to keep it all running at a half-decent framerate.
Now time to be a math pioneer and create a septic solver.:p
anubis2003
25th August 2003 23:40 UTC
Yeah, but like you said - many of those aren't doable in the present state of AVS. In order to make it look right the gridsize would have to be over 100x100 which is really damn slow.
jheriko
26th August 2003 02:17 UTC
Singularities are just plain nasty in AVS.. otherwise someone would have bothered to raytrace a cone by now. But even if they weren't you would still need a very large number of iterations and a very complex camera code to do something decent with these sorts of shapes.
dirkdeftly
26th August 2003 04:33 UTC
yes...but do you clean toilets?
Deamon
26th August 2003 10:27 UTC
Atero is proud of his new job ;)
Zevensoft
27th August 2003 12:10 UTC
Jheriko, AVS handles singularities nicely, via a "Zero Output" or Illegal Operation lol.
S-uper_T-oast
28th August 2003 04:00 UTC
Nice Torus Jheriko.
Rovastar
31st August 2003 00:13 UTC
Yeah very impressive. I like some of your early stuff when you first came here and I wliked you stuff but you have impressed loads too.
ALthough a zip would be handy as I can't stand deviants sometimes slow, make you confirm you email site, etc site.
jheriko
31st August 2003 22:00 UTC
Especially for Rovastar: a zip file.
:)
Fork me on GitHub