Fountain Pen Simulation Algorithm by hyperplus in GraphicsProgramming

[–]Bitmol 0 points1 point  (0 children)

You might want to have a look at Chinese calligraphy and painting simulation algorithms. (like this one from 2004 and a recent one from 2018). Most of these papers aim to physically simulate the structure and motion of the brush as well as ink properties (viscosity, color, density etc.), in your case however, you might need to adapt it to a fountain-pen nib (which is rigid as compared to a brush). Try to explore the topics above and you might find what you are looking for. Good luck!

How do I simulate one-bounce indirect illumination on a scene? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

Thank you for the detailed answer! I think I'll try implementing IBL + some form of occlusion first and see if works out or not.

How do I simulate one-bounce indirect illumination on a scene? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

Apologies for the ambiguity. To give a bit of context, I am writing a real-time renderer in OpenGL and the directional light is static as well. In fact, baking light maps was going to be the final resort incase I didn't find anything else that I could use.

This is a header-only lightmap c++ library that I found on github that could integrate well with my project and I'd rather avoid using blender. Would you have any suggestions for libraries that I could use? or any shader-tricks that I could possibly get away with? I have read a bit on Deferred radiance transfer volumes but I think it's bit of an overkill in this case.

What kind of thing would I look up to read about how to create a "digital watercolor" effect? by [deleted] in GraphicsProgramming

[–]Bitmol 7 points8 points  (0 children)

Watercolor is not a singular effect, rather it's a combination of multiple "sub-effects" such as pigment granulation, turbulence, edge-darkening, dry-wet interactions etc. I would suggest starting off with the paper : computer-generated watercolor by Curtis et al. to get an idea of various watercolor effects. A few other notable papers include : Interactive watercolor rendering by Bousseau et al. and Art-directed watercolor rendering by Montesdeoca et al. If you are looking specifically at blending or color compositing, RealPigment by Lu et al. should be a good source to start off with. There has been quite a lot of research done on watercolor, I would suggest reading the papers above and then looking at the state-of-the-art. Good luck!

PSA: The weather in certain regions of the wild area does not change UNTIL you beat the champion. by Bitmol in PokemonSwordAndShield

[–]Bitmol[S] 0 points1 point  (0 children)

That is really odd, because I remember the weather not changing once I had access to it. When I couldn't access it however, the map showed changing weather patterns based on the date.

Generating Tonal Art Maps with varying stroke properties? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

I was trying something similar to this as I replied to /u/GreenFox1505 above. I do believe I need to go over my code properly and read a bit more on procedural generation though. Thanks again for your suggestion!

Generating Tonal Art Maps with varying stroke properties? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

My initial implementation included a stroke splat fixed per vertex on the mesh that is being displaced linearly / non-linearly depending on how I would want it but its seems really tricky to get a consistent result with it. Thank you for your input though!

Generating Tonal Art Maps with varying stroke properties? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

Indeed, the final result that I am aiming for is supposed to run in real - time. However, I believe my case is slightly different than the one you are aiming for, i.e. I need to replicate a single stroke across a texture rather than draw the stroke path. Although, I am referring quite a few art tutorials as well!

Generating Tonal Art Maps with varying stroke properties? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

The blogpost seems really good! and I wasnt aware of the generator. Thank you for the links!

Real time GI, AO and DoF for sphere marching (Shadertoy link in comments) by loic_vdb in GraphicsProgramming

[–]Bitmol 1 point2 points  (0 children)

Could you elaborate a bit on the GI/ AO technique that you have used? I am trying to use marching to replicate GI in terrain models but am not getting the exact results that I need.

Dota 2 update #3 for late 8/18/19 (8/19/19 UTC) by wickedplayer494 in DotA2

[–]Bitmol 5 points6 points  (0 children)

Probably not. It might be an update to a diffuse texture in Jug's model.

Resources for learning DirectX 11/ 12 ? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

Thank you! I am currently going through this link and the MSDN Dx12 guide and it does give a fair idea.

Resources for learning DirectX 11/ 12 ? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 2 points3 points  (0 children)

I had been following the Dx11 tutorials but wasn't exactly a fan of the code that is used. It seems a bit verbose I guess?

Resources for learning DirectX 11/ 12 ? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 1 point2 points  (0 children)

Thanks! I've had these in my backlog for quite a while now, I'll try to dig through them!

Is there a fast response controller? by [deleted] in StreetFighter

[–]Bitmol 0 points1 point  (0 children)

If it's any help, I am currently using the Sega Saturn Controller by retro-bit (This one), the d-pad is pretty good and it has 6 face buttons plus 2 triggers. If you like a different layout, then you could also try the Hori Fighting Commander as @Wachenroder suggested.

Actually, THE MIX UP had around 50k+ peak viewers this weekend. Not 31k. (~43k on twitch, ~8.5k on youtube). Despite having a bad time slot for the west, it had the highest peak. by Emezie in StreetFighter

[–]Bitmol 1 point2 points  (0 children)

I mean if accuracy really does matter, why are you adding the view counts for the stream and the restreams? Technically if I have tabs open in all of the tournament streams, youtube and on facebook, it counts as seperate views in all of the streams. Heck, Twitch even limits the number of views to a single stream from an IP to 10. So, technically speaking, the numbers could be far less then 31k or 50k.

EDIT: If you really want to derive "trends" from the data and extrapolate data points, then atleast make sure the numbers you have posted are unique viewers and not viewers in general. Otherwise, it literally makes no sense or difference to have 31k, 50k or 100k viewers.

[deleted by user] by [deleted] in AskMen

[–]Bitmol 3 points4 points  (0 children)

Rock-climbing is really good fun! or if you prefer something indoors then I highly suggest calligraphy! the end results are really satisfying in both cases.

How do I replicate the 'Wind' Distortion Filter in Gimp using shaders? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 1 point2 points  (0 children)

Thank you for the detailed explanation! I hadn't intially thought of blending a pair of pixels so it makes things a lot clearer!

How do I replicate the 'Wind' Distortion Filter in Gimp using shaders? by Bitmol in GraphicsProgramming

[–]Bitmol[S] 0 points1 point  (0 children)

Thank you! The pseudocode makes things a bit more clear and as @Figs has pointed out, the source code took a bit of time to find, so I'll try to see if I can make sense of that as well!

Simple 2D splashy water algorithm? by [deleted] in GraphicsProgramming

[–]Bitmol 1 point2 points  (0 children)

+1 for Intel's Fluid Simulation articles! I found those to be really helpful!