Stochastic
Sunday, October 30th, 2005This will not be a long post as I’m quite tired.
Today I have worked like a crazy man on Tong: I have managed to get Barycentric collision detection working, and furthering that I combined my functional texture sampler class with the Barycentric weights to give some decent texturing using bilinear sampling. I have also managed to get a render context with various (currently untested) test and write modes. The results of all this early work can be found here. I am quite ahead when it comes to AGA, I think, though Dr. Holton did say, “no showing off”, which is a command that every neuron in my mind wants to violate.
On the AVS front I have created a suitable plugins framework. I can now cheaply and quickly add new filters and effects to the framework that are based around the internal video buffer. These plugins can be invoked from a command interface, which can be seen in the lower left of this screenshot. The most notable effect so far is the Diffusion Limited Aggregation (DLA) effect, which produces funky results. However, one thing I have noticed is that it tends to diffuse down and to the left, though at this point this is dismissable. I also had a stab at procedural texture generation using a simple stochastic model. I think that could be a carpet. I don’t really know.
I really need to crack on with my AI project. I haven’t made much progress and it’s due on Tuesday. I also have to dedicate a little more time to my scripting language. Time management is something that I can do, but unfortunately “cool raytracing stuff” vs. “everything else” means that time management gets ignored.