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    Benedikt Bitterli

    benedikt-bitterli.me · Personal blog · on HN since 2015

    Benedikt Bitterli, a graphics researcher, writes about light transport simulation, astrophotography, and rendering, with interactive browser demos.

    Visit blogHN submissions
    PhysicsWeb DevelopmentData & Visualization
    What HN says

    Commenters praise his interactive Tantalum light simulation and Buddhabrot animation, and HN uses his work as an example of what the web can do beyond static pages.

    Stats for nerds
    28HN people shared it
    22linked in comments
    1Kstory points
    Feb 2024last shared
    2015people per year2024

    Top posts on HN

    1. 1
      GPU Fluid
      1 person · 532 points · first shared 2018 · 79 comments on HN
    2. 2
      Rendering a Buddhabrot at 4K and Other Bad Ideas
      1 person · 184 points · first shared 2016 · 19 comments on HN
    3. 3
      Tantalum: WebGL Light Propagation Simulation
      13 people · 116 points · first shared 2015 · 19 comments on HN
    4. 4
      Virtual Femto Photography
      2 people · 91 points · first shared 2016 · 8 comments on HN
    5. 5
      The Secret Life of Photons: Simulating 2D Light Transport
      6 people · 88 points · first shared 2015 · 11 comments on HN
    6. 6
      Show HN: Physics Clock, a JavaScript rewrite of an old high school project
      2 people · 4 points · first shared 2016 · Discussion on HN
    7. 7
      Histogram-Preserving Texture Tiling
      2 people · 3 points · first shared 2019 · Discussion on HN
    8. 8
      Star stacking: Astrophotography in C++11
      3 people · 1 points · first shared 2017 · Discussion on HN
    9. 9
      Reverse engineering a malicious scam script
      1 person · 1 points · first shared 2017 · Discussion on HN
    10. 10
      Resources
      2 people · first shared 2017

    What HN people wrote when they linked it

    • dr_zoidbergMay 2020

      Well I never formalized it in library or code that has survived to this day. But in a general sense, what you do is load your images as raw as you're comfortable working with them, and then define a pipeline that can:

      * Stack or integrate: this means turning 100 high-noise images into a single, low noise image. To do that, you need:

      * Registration or alignment: this is simply making sure that the stars are placed consistently on the same (x, y) location so that when you stack you don't get trails or blurring. High quality registration can go as far as sharpening your end result if you manage sub-pixel alignment (or you can strecth for super-resolution).

      * Post-processing: it can be anything from removing light pollution (important if you're shooting from within a city), remove gradients (airglow, or residual light pollution even if you are far away from a city), sharpening (Lucy-Richardson deconvolution is king here using gaussian kernels, but if you can aproximate a Point Spread Function -or PSF for short- you can get even better results), color correction, high dynamic range processing. Of course, this is an un-ending place.

      PixInsight is a great tool, I won't deny that. But I had a great joy in learning how to program this things, and to me it's a lot more interesting researching how to do something, learning it and programming it, rather than having it done by somebody else, clicking a button and moving away.

      Luckily for both you and I, Bennedict Bitterli has…

    • huuuMar 2016

      Very cool (note that you can place the light and drag it's direction)!

      One thing I noticed is that this visualizes how dangerous laser light can be.
      A lot of DIY projects these days use lasers (SLA printers, Laser cutters). You can't warn people enough about the risks when working with lasers.

      This app shows how laser light bounces around in ways you don't expect.

      Edit: and ofcourse the rest of his portfolio is great: https://benedikt-bitterli.me/portfolio.html

    • sp332Nov 2015

      There's no reason to limit the web to static pages. How would you do this with a static page https://benedikt-bitterli.me/tantalum/tantalum.html ? Or http://www.nytimes.com/interactive/2015/05/03/upshot/the-best-and-worst-places-to-grow-up-how-your-area-compares.html Or https://play.freeciv.org/ Or anything on this page http://www.kongregate.com/ or, you know, Facebook or Twitter or Google Maps/Books/Docs/Photos...?

    • a_e_kNov 2020

      > My guess is that it is just showing a standardized raytracing scene from a public research dataset used to compare raytracers.

      It is a pretty common test scene, and one I've used myself. It originally comes from https://blendswap.com/blend/13552, and there are versions of it adapted into a test scene at https://benedikt-bitterli.me/resources/ and https://casual-effects.com/data/.

    • sllabresMar 2017

      There is a excellent animation of the Buddabrot from Benedikt Bitterli at [1] and a description what he has done to produce it at [2].

      [1] https://www.youtube.com/watch?v=zxIcydL7wwY
      [2] https://benedikt-bitterli.me/buddhabrot/index.html

    • RazenganMay 2016

      The fluid simulations, like [1], could and should enable so many cool games.

      I can't wait to see a revival of Lemmings, or Worms, with this kind of physics.

      [1] https://benedikt-bitterli.me/bbw.html

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