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title: "@hotmultimedia Once upon a time. Not up any more. Lots of color-forth inspired v" author: "NOTimothyLottes" handle: "@NOTimothyLottes" post_url: "https://x.com/NOTimothyLottes/status/1757198624818168210" post_id: "1757198624818168210" timestamp: "2024-02-13 00:22:53" post_count: 19 reply_count: 0 repost_count: 0 like_count: 0 view_count: 71

@NOTimothyLottes — @hotmultimedia Once upon a time. Not up any more. Lots of color-forth inspired v

Post 1 (2023-05-03 00:28:02)

Found some of my old blogs: thread looking back an image at a time. 2007, ellipsoid l-system sprites with temporal feedback, yes temporal reprojection in 2007.

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Post 2 (2023-05-03 00:33:34) — reply to Post 1

2007 particle based fluid sim mixed with spring model, this was 2D to work out ideas for later 3D implementation, rastered particle properties along particle paths into mip tree to enable high-speed collision

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Post 3 (2023-05-03 00:36:50) — reply to Post 2

2007 crazy custom language and live editor for x86-64, color forth is like a virus of the mind, no going back once the understanding is there, and the evolutions of those ideas are ground breaking

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Post 4 (2023-05-03 00:44:18) — reply to Post 3

2010 digital photography, was compositing exposure brackets to get 16-bit tiffs with good dynamic range and did my own development tools (which had some major flaws I'd only learn about much later in life)

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Post 5 (2023-05-03 00:52:17) — reply to Post 4

2011 Was using temporal reprojection in my own engines for a while. Posted TSSAA source, an early TAA using viewport jitter for tri raster. I was mostly convinved this was a tech dead end due to the challenges of thin flicker. Decade+ later, and this story has a lot more to it ..

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Post 6 (2023-05-03 00:55:55) — reply to Post 5

2011 A simple GIF showing the challenges of {perceptual vs linear} filtering with temporal aliasing high frequency content with {small to large kernel windows}. No negative lobes here.

Post 7 (2023-05-03 00:58:47) — reply to Post 6

2014 simple anti-aliased point based CS rendering engine with fisheye output using stocastic/stratified visiblity and GPU-side scene graph

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Post 8 (2023-05-03 01:00:30) — reply to Post 7

2014 simple non-temporal spatial AA using rotated viewport to provide a good sample distribution with standard non-AA triangle rendering

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Post 9 (2023-05-03 01:04:09) — reply to Post 8

2014 monochrome 120 hz laptop ray marcher desiged for VR, fixed cost trace, leaving scene with holes, temporal holefilling reprojection, faked 'lighting' using hierarchical + directional distance probing in lower LOD scene representations, was amazing to just fly around in there

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Post 10 (2023-05-03 01:06:02) — reply to Post 9

2014 was amazing how nice it was possible to get the geometry even when tracing only 1/8 the screen pixels per frame, stratified sample pattern really does wonders to neighborhood stability, no flicker at all

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Post 11 (2023-05-03 01:07:37) — reply to Post 10

2014 still distracted by custom code generation and languages, running stuff on CRTs with custom live editors (color forth like), generating binaries with ELF header generation inside the code itself

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Post 12 (2023-05-03 01:09:36) — reply to Post 11

2015 some more images inside the live fractal tracer

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Post 13 (2023-05-03 01:12:54) — reply to Post 12

2015 crazy mini x86 OS project (bootloader source below), using codeless binary editor with annotation. Everyone should try generating binaries with no assembler, learn alot in the process

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Post 14 (2023-05-03 01:16:54) — reply to Post 13

2015 live realtime 120+ hz on laptop tracer now with spatial/temporal reconstruction on 1 shaded/sample per ray for 'fake' lit fog, did a lot of z based logic in the spatial/temporal reconstruction, realized later I was relying on the 120 Hz to hide perceptual artifacts

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Post 15 (2023-05-03 01:20:01) — reply to Post 14

2015 still doing the crazy custom languages and tiny OS projects. I feel like there is a real loss in computer evolution, imagine a machine with C64 simplicity that evolved to have a massively parallel vector machine. It would be amazing. It would be approachable by one person.

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Post 16 (2023-05-03 01:22:41) — reply to Post 15

2015 did some custom CPU-side CRT shader tools for high resolution physical paper prints for someone's book. Wasn't trying to be physically accurate, but rather provide the feeling you'd get from a CRT in paper print form

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Post 17 (2023-05-04 17:03:07) — reply to Post 16

@NOTimothyLottes This is when I learned about your work and found it incredible. Nowadays with 4K / 8K, people are really craving for a very good shader/model to emulate as close as possible the CRT feel for arcade / old console etc. (I am serious)

Post 18 (2024-02-12 23:15:30) — reply to Post 15

@NOTimothyLottes Have you ever blogged details about the syntax of your Forth tools?

Post 19 (2024-02-13 00:22:53) — reply to Post 18

@hotmultimedia Once upon a time. Not up any more. Lots of color-forth inspired variations. Designed to make x86 code generation easy. Last language effort for RDNA2 code gen wasn't forth-like though, focused on GPU compiling it's own code in parallel on the GPU (SIMD).