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    Hugo Elias

    freespace.virgin.net · Personal blog · on HN since 2009

    Hugo Elias wrote a set of early web tutorials on computer graphics, covering Perlin noise, radiosity, water and cloth simulation.

    Visit blogHN submissions
    ProgrammingGamesMath
    What HN says

    HN commenters cite his pages as still-relevant explanations of Perlin noise and simple water simulation, and recall them fondly from the flipcode era.

    Stats for nerds
    17HN people shared it
    6linked in comments
    116story points
    Mar 2018last shared
    2009people per year2018

    Top posts on HN

    1. 1
      Perlin Noise
      6 people · 110 points · first shared 2009 · 16 comments on HN
    2. 2
      Global Illumination with Radiosity
      1 person · 3 points · first shared 2011 · Discussion on HN
    3. 3
      Carver Mead On Quantum Mechanics
      2 people · 2 points · first shared 2010 · Discussion on HN
    4. 4
      The Lazy Man's Guide to Enlightenment
      2 people · 1 points · first shared 2012 · Discussion on HN
    5. 5
      X water
      3 people · first shared 2011
    6. 6
      X motion
      1 person · first shared 2011
    7. 7
      Hugo.elias
      1 person · first shared 2012
    8. 8
      Beagle.jpg
      1 person · first shared 2015
    9. 9
      M cloth
      1 person · first shared 2018

    What HN people wrote when they linked it

    • DonHopkinsMar 2018

      From the code:

      https://krikienoid.github.io/flagwaver/js/flagwaver.js

      Aug 3 2012

      Since I started working for a new startup not too long ago,
      I commute between home and work for over 2 hours a day.
      Although this means less time on three.js,
      I try getting a little coding on the train.

      This set of experiments started from a simple hook's law doodle,
      to spring simulation, string simulation, and I realized
      I once again stepped onto physics and particle simulation,
      this time, more specifically soft body physics.

      Based on the "Advanced Character Physics" article,
      this experiment attempts to use a "massless"
      cloth simulation model. It's somewhat similiar
      but simplier to most cloth simulations I found.

      This was coded out fairly quickly, so expect more to come
      meanwhile feel free to experiment yourself and share

      Cheers,
      Graphics Noob (aka @Blurspline, zz85)

      Suggested Readings:

      Advanced Character Physics by Thomas Jakobsen Character:

      http://web.archive.org/web/20070610223835/http:/www.teknikus.dk/tj/gdc2001.htm

      http://freespace.virgin.net/hugo.elias/models/m_cloth.htm

      http://en.wikipedia.org/wiki/Cloth_modeling

      http://cg.alexandra.dk/tag/spring-mass-system/

      Real-time Cloth Animation:

      http://www.darwin3d.com/gamedev/articles/col0599.pdf

    • Cthulhu_Jan 2015

      They did actually, the thing was designed to drop on a random angle and bounce around for a while on airbags until it came to a full stop, before said airbags would deflate and it would self-right itself by opening up. Here's an image with it having landed on an uneven surface: http://freespace.virgin.net/michael.jennings1/beagle.jpg

    • ehsanulJan 2010

      I found myself lost in the Carver Mead interview linked in the blog post instead: http://freespace.virgin.net/ch.thompson1/People/CarverMead.htm

      Pretty convincing for someone, such as myself, with almost no knowledge of quantum physics, and hence extremely confused as to the logic behind it all.

    • ricreeMay 2014

      That's more or less the idea behind Perlin noise. Start with a low frequency high amplitude smooth function, then sum it together while increasing the frequency and decreasing the amplitude.

      See here for more: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

    • fgimenezJan 2009

      I haven't seen the app, but a really good fog/water maker is Perlin Noise: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

      There is a faster implementation of it, as perlin noise is pretty expensive, that get's used a lot in game design.

      Hope that helps.

    • constexprJan 2015

      Nope, it's much simpler than that. It's just a grid of vertical positions and each frame every cell moves toward the average position of the neighbors from the previous frame. See http://freespace.virgin.net/hugo.elias/graphics/x_water.htm for details.

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