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    Philip Rideout

    prideout.net · Personal blog · on HN since 2010

    Philip Rideout, a graphics engineer, writes about 3D rendering, mesh generation, SVG, procedural terrain and OpenGL.

    Visit blogRSSHN submissions
    ProgrammingMathData & Visualization
    What HN says

    HN commenters praise his SVG knot diagrams and OpenGL tutorials, and point to his octasphere article as a method that gives nicer meshes.

    Stats for nerds
    15HN people shared it
    34linked in comments
    1Kstory points
    Jan 2024last shared
    2013people per year2024

    Top posts on HN

    1. 1
      3D Wireframes Using SVG
      1 person · 394 points · first shared 2019 · 54 comments on HN
    2. 2
      Generating SVG for the prime knots
      2 people · 242 points · first shared 2020 · 26 comments on HN
    3. 3
      Filament and WASM: Physically-based rendering for web
      3 people · 120 points · first shared 2018 · 13 comments on HN
    4. 4
      An unsolved problem in graph theory
      1 person · 81 points · first shared 2020 · 9 comments on HN
    5. 5
      Serialization-Based Undo
      2 people · 79 points · first shared 2021 · 21 comments on HN
    6. 6
      Hot loading C++ game code
      1 person · 23 points · first shared 2021 · 4 comments on HN
    7. 7
      The Simple, Flexible, Octasphere
      2 people · 9 points · first shared 2019 · Discussion on HN
    8. 8
      Show HN: Tiny C library for tessellating lines and curves
      1 person · 6 points · first shared 2019 · Discussion on HN
    9. 9
      Mesh Generation with Python
      1 person · 6 points · first shared 2013 · Discussion on HN
    10. 10
      Rust on the web and an ECS lite architecture
      1 person · 5 points · first shared 2025 · 1 comments on HN

    What HN people wrote when they linked it

    • jmiskovicSep 2021

      I recently got tip on a 3D version of round rectangles, called octasphere: https://prideout.net/blog/octasphere/

      It's not a direct-to-screen rendering technique like the article, rather a way to procedurally construct the 3D mesh based on few parameters (W,H,D, radius, # of subdivisions). Just like rectangles in 2D, boxes in 3D are too simple and have harsh sharp edges. Adding rounded edges makes them nicer to look at. Additionally, the octasphere method gives you capsules and spheres and everything in-between.

      Edit: Oh look - there's a front page article that talks about this in-depth: https://wwwtyro.net/2021/09/24/rounded-box.html

    • ilinkOct 2013

      Performance for this kind of particle effect will be even better once Webgl2 is widely available. Transform feedback (or other hacks) let you manipulate the particle positions on the videocard itself. There's a great article about them here: http://prideout.net/blog/?p=67

    • razsterJan 2024

      How is it feasible to have a .svg file that has links to other .SVG files? https://prideout.net/blog/svg_knots/knottable_v1.svg. Has this capacity been around for some time?

    • johndoughSep 2020

      Computing distance fields with a jump flooding approach in O(n log n) is neat, but there is a O(n) algorithm, which might be faster https://prideout.net/blog/distance_fields/

    • prideoutFeb 2019

      This is the book that inspired me to create a WebGL knot gallery (https://prideout.net/knotgl/) which I eventually rewrote using Filament (https://prideout.net/knotess/).

    • orbifoldJun 2015

      Also http://prideout.net/ has some very nice tutorials on advanced OpenGL topics (tesselation for example).

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