rayshader

Creative

map shading and cartography

SHOW HN2018

198points
47comments
#184of 2,155 in 2018
Top 9%of 2018 by points

How HN took it

MixedNo clear lean

3 positive, 7 neutral or asking, 0 mixed, 6 critical, out of 16 comments about the project. Thread score -0.08.

Design: 1 for, 3 againstExecution: 0 for, 2 againstDocs: 0 for, 1 againstIdea: 1 for, 0 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Nice write-up and interesting project

    From 2 comments
    • That's a cool project and a nice write up. I remember as a 13 yr old being fascinated by 3D software. I think I just wanted to create something photo-realistic with a computer. I…
      osrec on HN
    • looks good. would love to see more !
      zython on HN

Objections

  • Ray tracing shadows are misleading for topographic maps and the comparison is unfair to the competing slope-shading method

    From 3 comments
    • I have a bit of a complaint. I've used something similar to the "derivative based model" (DBM) for 3D shading before, and tested them on moonscapes. The angle-to-brightness curve…
      tabtab on HN
    • I still have to conclude the Andes example as given is misleading. It strongly implies ray-tracing "fixes" the problems shown. A footnote alone can't fix that (or is the wrong…
      tabtab on HN
    • I have the same complaint. I couldn't think of a polite way to put it, so this won't be polite, but whenever someone compares their algorithm with a poor version of a competing…
      civility on HN
  • Missing Lambert term in shading

    From 1 comment
    • It looks to me like the original gradient based shading code is just wrong. Maybe there are numerical problems due to its frivolous use of trig functions, or more likely the way…
      voidmain on HN
  • Shadow banding and odd gradients look unnatural

    From 2 comments
    • I don't know about "glossy" (this is not my field) but I did feel the way that the shadows diffused (considering moving from the object casting the shadow to the shadows…
      JKCalhoun on HN
    • Your raytraced shadow maps have a bit of a "glossy" feel, it suggests that you don't use linear colorspace for rendering these. I think colormagick also needs additional options…
      leni536 on HN

Requests

  • Port to a QGIS plugin

    From 1 comment
    • This would be fantastic as a QGIS plugin, have you thought about applying to their grant program?
      JorgeGT on HN
  • Use ambient occlusion for softer shading

    From 1 comment
    • Neat project! I'm not sure if the author is familiar with ambient occlusion, but the method described here can be extended to generate ambient occlusion data which helps with a…
      Remnant44 on HN
  • Speed up the algorithm

    From 1 comment
    • I think the O(row * col * light_count * dist) algorithm could be optimized to run in O(row * col * light_count). The idea is, imagine the light is coming from the left, and our…
      abirler on HN

Questions

  • Whether the QGIS grant program applies

    From 2 comments
    • This would be fantastic as a QGIS plugin, have you thought about applying to their grant program?
      JorgeGT on HN
    • Here's a brief outline of the requirements: https://plugins.qgis.org/ they advertise a 2 weeks review time maximum.
      JorgeGT on HN

Alternatives named

  • Derivative-based slope shading (DBM)

    From 1 comment
    • I have a bit of a complaint. I've used something similar to the "derivative based model" (DBM) for 3D shading before, and tested them on moonscapes. The angle-to-brightness curve…
      tabtab on HN
  • Blender and Yafray

    From 1 comment
    • That's a cool project and a nice write up. I remember as a 13 yr old being fascinated by 3D software. I think I just wanted to create something photo-realistic with a computer. I…
      osrec on HN
  • Screen-space ambient occlusion and parallax occlusion mapping

    From 2 comments
    • My comment came from the observation that making sampled tracing of a depth buffer is similar to what (current, rasterizing) game engines do for ambient occlusion.…
      alkonaut on HN
    • It's completely true. The term to google is "Parallax Occlusion Mapping," which was used for several extremely impressive (for the time) GPU demos in 2004. EDIT:…
      jjoonathan on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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