SuperPleccer
tinyrenderer
SuperPleccer | tinyrenderer | |
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3 | 61 | |
179 | 19,486 | |
- | - | |
0.0 | 0.0 | |
6 months ago | 6 months ago | |
C++ | C++ | |
GNU Affero General Public License v3.0 | GNU General Public License v3.0 or later |
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SuperPleccer
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These impossible overhangs were printed with zero support material thanks to a new 3D printing technique called arc overhangs. Available now for PrusaSlicer!
Github user rvmn has been working hard on implementing arc overhangs directly into their modified fork of PrusaSlicer. You can dowload the alpha version of their slicer "Pleccer" here: https://github.com/rvmn/SuperPleccer/releases/tag/alpha4_prerelease
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No supports were needed to print this 90 degree overhang!
You can see a slicer implementation here: https://github.com/rvmn/SuperPleccer/releases/tag/alpha4_prerelease
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Remember arc overhangs? They're available now as a script in PrusaSlicer! (link in comments)
Nicolai Wachenschwan has taken my original idea for arc overhangs and turned it into a postprocessing script you can use in PrusaSlicer right now! It works surprisingly well. It's still in the initial stages and we're working on a full slicer implementation, but this is amazing progress just a few months after the original idea.
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
What are some alternatives?
arc-overhang-prusaslicer-integration - A 3D printer slicing algorithm that lets you print 90° overhangs without support material.
sokol - minimal cross-platform standalone C headers
PrusaSlicer - G-code generator for 3D printers (RepRap, Makerbot, Ultimaker etc.)
raylib - A simple and easy-to-use library to enjoy videogames programming
FreeCAD - This is the official source code of FreeCAD, a free and opensource multiplatform 3D parametric modeler.
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
glabels-qt - gLabels Label Designer (Qt/C++)
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
Crafting Interpreters - Repository for the book "Crafting Interpreters"