have you seen this? I am not an expert in ffts so maybe it could be improved but it is impressively fast in my experience (also very readable) : https://github.com/corbanbrook/dsp.js/blob/master/dsp.js
HN user
sheltron
vive only, there is a build for vive on there. You can also get the source, there is a desktop interface but it's still under development and you probably need to know unity to get it to work
hey thanks for posting! dev here if anyone has any questions about this software or fractals in general. Gregory's work here is really impressive, huge fan. Go fractals!
Wow these are really great thanks for sharing. Heres a couple of others that I like.
Differential Steering: https://www.youtube.com/watch?v=yYAw79386WI
Turbo Encabulator: https://www.youtube.com/watch?v=rLDgQg6bq7o
I used to think the same thing, until I learned that there are entire chapters of contracts textbooks on how to use and manage ambiguities effectively. a well-written contract many times has intentional ambiguities meant to limit liability in certain cases, or to use as fodder in negotiations.
I think they're referring to quaternions. May require some trig to generate the initial quaternion, but then in your number crunching code you can multiply with other quaternions (representing rotation composition) and then even convert the result to a 3x3 rotation matrix, both with no trig. This is how game engines handle storing 3D rotation.
If you load a texture like from a JPEG and use that in a shader, the texture is converted to gamma space when loaded, so you need no correction. If you are generating colors in the shader, you will need to correct for gamma.
GL does have the capability to handle linear color space buffers correctly, but you have to enable SRGB, and initialize the framebuffer correctly with SRGB color space, and I'm not sure if GLES (WebGL) can do this.
Gamma correction is achieved by raising the color to a power, the power being the gamma value. So sqrt is the same as gamma correction with gamma = 2.0; On typical monitors, gamma is 2.2 , so this is close and maybe faster if the GPU has optimizations for fast square root.
More info : http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html