Point charges plot using a brand-new Tube
See more here
Point charges plot using a brand-new Tube
See more here
Can you image Graphics
聽to be that fast? 馃寠 No raster images was used
Each block is
Translate[{Opacity[life], RGBColor[life, 0, 1-life], Rectangle[{-1,-1}, {1,1}]}, t]
Please see FrontProxy
in the documentation for more information.
We refined our Graphics3D
to support different material parameters
We extended Polygon
to support non-indexed with GraphicsComplex
This technique is especially effective together with marching cubes
See more in the documentation of Polygon
A tandem of RevealJS and Wolfram Language made using Graphics3D
and Path-tracing
A GPU is also a great tool for general-purpose computations. There are a few ways to couple it with Wolfram Language:
The first option requires hardware from Nvidia, which is a massive drawback considering there are many other processors on the market capable of crunching numbers. The last option allows integrating any dynamic library written in C/Rust (probably there are other bindings as well) into our Kernel, but the amount of effort required to write a general-purpose GPU library and deal with cross-platform issues is quite cumbersome and defeats the whole purpose of using WL here.
We will go with the most cross-platform and hardware-agnostic solution: OpenCL
馃殔
Using Wolfram Language and WLJS
In this notebook we will apply some optimizations to the code, expand the resolution and switch to immediate mode of graphics rendering.
It is quite tricky to make an efficient function for plotting dynamic 3D surfaces, which change with time using a high-level code such as Wolfram Language.
This is going to be our first dev-log post here 馃
MatrixPlot[
Fourier[Table[
UnitStep[i, 4 - i] UnitStep[j, 7 - j], {i, -25, 25}, {j, -25,
25}]]]
It means, MatrixPlot
as well as Rasterize
can work properly finally
There is nothing more exciting in programming than designing a graphics application. Thankfully, there is one person on Github Garrett Johnson, who implemented a path-tracing algorithm on top of the well-known THREE.js graphics engine. Moreover, it fully supports features from the original library and can be anytime flipped as a main renderer.