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I know I promised...

 
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MLeo

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Post Posted: 04-27-2006 02:56 PM Post subject: I know I promised...

... I wouldn't model anymore.

But now, I'm doing Programmers Art tm.



It's actually a deformed sphere.Razz

What you see is a sine function (which I had to implement myself, it's a coincidence that the newest code gem at devmaster.net had a fast and accurate sin/cos function).


Now, something programmer's might want to know, if you don't care how I did it,
return; //(Programmers joke)

It's done in OpenGL with the ARB_Vertex_Program extension, this isn't the latest or the newest in shaders (as Microsoft incorrectly calls them, but that's something else), but it's the latest my video card supports, it doesn't even support fragment shaders.Razz

This is part of the shader that does the spiral form:
Code:
# Sine test
#y = 4/pi*x - 4/pi^2 x^2;
#4/pi = 1.2732395447351626861510701069801
#4/pi^2=0.40528473456935108577551785283891
# sine.x = 4/pi^2*x
# sine.y = 4/pi^2*
TEMP sine;
MUL sine.x, 1.2732395447351626861510701069801, vertex.texcoord.x;
MUL sine.y, 0.40528473456935108577551785283891, vertex.texcoord.x;
ABS sine.z, vertex.texcoord.x;
MUL sine.y, sine.y, sine.z;
ADD vertexCoords.z, sine.x, sine.y;


I'm actually trying to make the following:
sin(3*theta)*sin(4*phi)-r=0
From here: http://nilo.stolte.free.fr/graphics.html
It's the top left image.
I doubt it will be near as much resolution, but it's close enough if you ask me.


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Armondikov

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Post Posted: 04-27-2006 06:33 PM Post subject:

The image you're talking about is very reminiscent of atomic orbitals.


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MLeo

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Post Posted: 04-27-2006 07:40 PM Post subject:

*Looks it up at google*

So it does, never new that.Razz
Should have. Oh well, mostlikly translation thing.

And the same thing as above, now on the x axis.


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Post Posted: 04-28-2006 01:49 AM Post subject:

Armondikov wrote:
The image you're talking about is very reminiscent of atomic orbitals.
That's exactly what came to my mind, too.

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Armondikov

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Post Posted: 04-28-2006 03:31 PM Post subject:

Well, they are based on equations applied to three dimensional space so its prescisely the same thing. You could look up some schrodinger solutions and put them in to see what happens.


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Post Posted: 04-28-2006 03:54 PM Post subject:

Well, it isn't that easy as of yet, I still need to figure out how to modify the vertex's in a more elegant way. Now I'm modifying the x, y and z values directly, I would like to do it vector wise.


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Armondikov

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Post Posted: 04-28-2006 03:59 PM Post subject:

If you've got some knowledge of matrix multiplication you could translate catesian into radial notation. Could give you some even more interesting results, although the amount of effort required would be huge.


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