Sunday, April 26, 2009

Top Mod 3D Images

English    Spanish

Today i'm going to upload a set of renders that I did recently with a fantastic topological modelling program. The program's name is TopMod3D. Although the figure may seem complicated, thanks to this program are simple to perform.


Using a white skydome.


Using a blue skydome.


Using a blue skydome and a lightsource.


The figure uses a phong material with a high phong exponent.


Set of two objects: A box defined with a phong material and a totaly lambertian figure.


The figure's material simulates a laquer phong coating.


Material with bumpmapping for the box.


Changing the floor's material so a shadow can be appearing (adding a diffuse component)



A high contrast image with a front lightsource.


A high contrast image with a rear lightsource.

Thursday, February 5, 2009

Infinite Labyrinths

English    Spanish

In a previous article (Truchet Tilings) I showed a way to represent labyrinths in a sphere and at the end, in a plane. In this one I'm going to show a way to represent infinite labyrinths in a plane.

Usually these labyrinths are finite sets of triangles. One of the problems in this type of representations is that you can see boundings.

One way to solve this is replicating the figure. Sooner or later you'll be able to see a periodic shape, noticing an artificial behaviour.

So, if you want to show infinite labyrinths, you'll have to find a method that satisfy these conditions:
  • Covers all the visible domain.
  • Absence of periodicity in the image.
The way that I present here in order to do this task is the next one:
  • Split the plane (in an algorithmic manner) in square regions of unit size (a grid of infinite squares, each one with one unit of side length).
  • Asign to each square region a tridimensional figure (for example, a wall in a side).
When a ray step inside a region, it will intersect with the associated shape in that region. When, by reflexion or traversing, it changes the region, a new intersection will be computed with the new form associated to the new region.

Here I show a sample using always the same shape.



This method presents a set of decissions:
  • How many types of shape should I use.
  • How I assign to each region a concrete shape.

The first point is chosen by the user. For example, my set of shapes will be:
  • A wall of 0.1 units width and 1 unit length arranged in a north face of the region.
  • Another similar wall arranged in the west face.
For the second point we have to think a bit. To each coordinate (integer) of the space I have to assign a random number. The function will be f(i,j)->n. Being i and j integer numbers and n a real number from 0 to 1. This function has to return values highly distinct of 'n' using slight variations of i and j. This is either a hashing function or a pseudorandom generator. Esentially are the same.
The generator will be a LCM (Linear Congruent Method) generator. We run the risk of having the Marsaglia effect. It will appear, and the user might see a certain periodicity but will be very dificutl to distinguish.

Each shape has a certain probability for appearing (for example: 1/number_of_figures). It will choose the figure using the method of the Russian roulette depending on the generated random number. As the number is pseudorandom and depends on the input paramaters, it always return the same value for the same input parameters.

The results are these:


And with a different probability distribution:


As you can see, choosing this kind of figures, as the norwest corner is always occupied, the aspect seems to be a growing figures in the same direction.

It can be resolved by adding another figure that is a double wall south and east. So using this way the distribution of corners is uniform and doesn't seem to grow in any direction. Althoug this adds more holes and makes the maze looks more closed.


This is with a figure with a column in the middle of the region:


Making simplier walls appears problems of double corners and doesn't seems very well.

Finaly there is a more complex method than the previous one. Consists on chosing figures randomly only in pair coordinates (i,j) which sum i+j are even (from this point, even regions). That yields a checker pattern. In the even regions we assign one shape selected by the pseudorandom generator. In the other hand, in the odd regions the shape is assigned by a shape that matchs with the shapes that are sharing each face. That is, if the north face of the figure that I have in the south has a wall, my south face should have a wall. So, both walls match together.

Choosing correctly the shapes and with a little extra programming we can achieve these images:




Using non linear cameras:


Using some procedural textures and phong materials:


If we use the first proposed method the labyrinth looks like this:

That's wrong but nice to test global illumination.

Obviously changing slightly the hashing function (adding a sum operation, in example) we can make labyrinths totaly indistinguishable ones with each others. We have graphically represented the hashing function.

Wednesday, January 28, 2009

White Sky

English    Spanish

I put here some renders that I did some time ago and I have re-rendered recently. Simply they are simple geometric figures to test oclussions. The skydome is totaly white, as well as the reflectors and the luminarie. The result so it is gray. Originally these designs were backgrounds of a lost blog that I did long time ago. It can be work quite well as wallpapers.



Sunday, January 18, 2009

Truchet Tilings

English    Spanish

Today I'm going to show a set of renders that are related to Truchet Tesellations. In 1704 Sebastien Truchet thought about a system of teselate a plane using oriented triangles. A modification of this one allow us to generate labyrinthic motifs using curved lines. In 1989 Pickover shown that it was an elegant method to see patterns in pseudorandom numbers secuences.

Seeing the Pickover's motifs I thought that it should be a way to tesselate a sphere without producing singularities at the poles.

So, here they are the ingredients:
  • Take a geodesic sphere discretized in triangles more or less regular with similar size.
  • Define 5 triangular tiles.
  • For each triangle replace it with one of the 5 tiles in a random fashion or with a certain probability distribution.
Here I show the results:

It can be shown only a certain kind of tiles:
Type 1

Type 2

Type 3

Type 4

Type 5

Only two types:




Uniform proability distributions:


Distributions of non uniform probability for each type:






Finaly all the types:


Images without the inner sphere:

and with a inner point of light:

With other materials:




Planar projections with non-linear cameras:


Finally, with all those projections depends on a triangular mesh it's possible to make denser motifs or even with a certain meshes. Like in this case, the Stanford Bunny: