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  • Fractal Spirographs

    Experimenting with 2D fractal spirographs which are a type of computer-generated art that combines the mathematical principles of fractals and the geometric designs of spirographs.

  • Terrain Generation and Editing using Marching Cubes

    Trying to generate an editable and realistic looking terrain using Marching Cubes algorithm. The writeup goes into little more depth on how various parameters of used noise function (Simplex Noise) can affect the terrain quality.

  • Uniform Random Distribution using Poisson Disc Sampling

    Poisson disc sampling is a technique used to generate a set of points that are evenly spaced apart in a given region. It is very useful if you need a random but uniform distribution in either 2d or 3d space.

  • Generating Convex Hull using Graham Scan

    Convex Hull Generation is an important problem in the field of Computational Geometry and is widely used in 3d collision detection between meshes. Though in this blog, I would be doing nothing of the sorts and will go through the algorithm in 2d for understanding the idea.

  • Natural Looking Trees with Stochastic L-Systems

    I have always been fascinated by L systems and how a simple recursive formula can create so natural shape of trees. Lindenmayer system is a perfect example of beauty in simplicity.

  • Simulating Warp Speed in HTML5

    This whole blog is an ellaborate attempt to understand how perspective camera projection from 3d space to 2d screen works. Nice looking warp effect is a bonus.

  • Understanding difference between Digital and Paint Colors

    This is my attempt to dig into understanding digital colors better and how they can different from the paints or printing colors.

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