Dark Bit Factory & Gravity

ARCHIVE => Archive => Useful links => Topic started by: taj on October 04, 2006

Title: Maths surfaces and curves
Post by: taj on October 04, 2006
http://rsp.math.brandeis.edu/3d-xplormath/Surface/gallery.html

Could be useful for the more mathematically minded. For the rest of us, try this image from the site:

http://rsp.math.brandeis.edu/3d-xplormath/Surface/decocube/decocube_sp.png

You have to cross your eyes until a single image appears in the middle and it should be like a hologram floating off the page. I'm trying to imagine the reaction on Pouet if someone did a whole demo like this :-)

Title: Re: Maths surfaces and curves
Post by: Shockwave on October 04, 2006
That is really effective, it looks really 3D :)
Title: Re: Maths surfaces and curves
Post by: Jim on October 04, 2006
Rendering stereoscopic's not that hard.  It's just rendering the same view from two different cameras spaced eye-distance apart roughly where you expect the viewers head to be.  ie, your view system geometry has to match real life as much as possible.
Yes it would be very cool to do a demo like that :)

I love all this maths stuff.  I've been working on a 3d engine (OpenGL for rendering to save acres of code) that uses just 3d primitives to generate all the objects.  But it's still difficult making great models out of sticks, balls, cones, cubes and stretched/bent/combined versions of the above.

Jim
Title: Re: Maths surfaces and curves
Post by: Shockwave on October 05, 2006
Are you going to make a 64kb Jim? :)
Title: Re: Maths surfaces and curves
Post by: Jim on October 05, 2006
As always I'm short of the imagination needed to make a great demo.  At the moment joining all the blobs together it looks like those molecule balls you had in chemistry class  :-\

Jim
Title: Re: Maths surfaces and curves
Post by: relsoft on October 06, 2006
Quote from: Jim on October 04, 2006
Rendering stereoscopic's not that hard.Ã,  It's just rendering the same view from two different cameras spaced eye-distance apart roughly where you expect the viewers head to be.Ã,  ie, your view system geometry has to match real life as much as possible.
Yes it would be very cool to do a demo like that :)

I love all this maths stuff.Ã,  I've been working on a 3d engine (OpenGL for rendering to save acres of code) that uses just 3d primitives to generate all the objects.Ã,  But it's still difficult making great models out of sticks, balls, cones, cubes and stretched/bent/combined versions of the above.

Jim


Try supershapes.( I made a morpher) ;*)

http://rel.betterwebber.com/junk.php?id=61