Curv: A language for making art using mathematics
github.com
github.com
They have a hall of fame http://hof.povray.org/
And they even have a “dial-up version” (low bandwidth) of their hall of fame and I think it’s just super cute that they have retained the name “dial-up version” for that. http://hof.povray.org/index-lb.html
Also worth checking out is old versions of their website archived by The Internet Archive. 20 years ago: https://web.archive.org/web/19990210111443/http://www.povray... Click “gallery” (they were using frames so I can’t link it directly with the navigation intact).
This is interesting, I use AMDGPU, when I tried PRO I got no greater performance in benchmarks. I'm using one of the unstable ppas (oibaf) and haven't had stability problems. I guess this sort of software perhaps pushes the envelope and reveals instabilities.
Will have to give it a try.
sudo apt install cmake git-core libboost-all-dev libdouble-conversion-dev libopenexr-dev libtbb-dev libglm-dev gedit checkinstall && sudo apt-get install libxcursor-dev libxinerama-dev libxrandr-dev libglu1-mesa-dev libgles2-mesa-dev libgl1-mesa-dev libxi-dev && git clone --recursive https://github.com/doug-moen/curv; cd curv; make; sudo checkinstall -D; sudo dpkg -i ./curv.deb
Then used this from the examples:
make_shape {
dist : everything.dist,
colour (x,y,_,_) :
let z = [x,y];
color = [0,0,0];
done = false;
in do
for (i in 0 ..< 100) (
if (!done) (
z := csqr(z) + [x,y];
if (dot(z,z) > 4)
let cr = (i-1)-log(log(dot(z,z))/log 2)/log 2;
in (
color := [0.95+.012*cr, 1, .2+.4*(1+sin(.3*cr))];
done := true;
)
)
);
in sRGB.HSV color,
bbox : [[-2.5,-2,-2],[1.5,2,2]],
is_2d : true,
}Website: http://www.curv3d.org/
Antimony [1] and its related project AO [2], as well as ImplicitCAD [3], are CAD-oriented F-Rep systems (that suffer from the problem I mention).
[1] https://www.mattkeeter.com/projects/antimony/3/
It might not have the expected effect but surely it has a well-defined effect?
I've tried to get my head round distance functions whilst tinkering with raymarching shaders and the guru's over on Shadertoy and pouet.net seem to have a fairly solid understanding of which transforms behave nicely and which don't. They bandy around terms like lipschitz continuity which leads me to believe they've got a deeper grasp of this stuff than I have ;-)
I guess I'm saying that I have a hunch there is a fairly clear distinction between "things that keep the functions well behaved" and "things that don't"
https://klevas.mif.vu.lt/~rimask/old/pdf/unifying_theory.pdf
Why dynamically typed!!!