Refactor 2022 #10
Anyway, I imagine that someday I will find a way to use these, with much reduced contrast, as background, and then put something to serve as a focal point in the foreground.
Refactor 2022 #8
There is a lot of room between those two extremes, here are I few I feel are close to the middle.
Refactor 2022 #7
Nature abounds with good examples. I am not trying to reproduce nature per se, but rather the abstraction of an interplay between random and not random.
Refactor 2022 #6
The images could be a polished marble surface. I enjoy looking at the shapes and grain in stone and wood and similar surfaces. The patterns on a similar faux surface hold my interest only until I see where they repeat, then disappointment, as I can never not see the repetition again.
Refactor 2022 #5
So, what about these pictures?
I used simple things like lines to test my anti-alias code changes. When that was looking good I wanted a more complex example like a fractal. A fractal with a lot of details takes a while to generate, so I decided to look for something simpler and quicker. This is the result.
If you put the previous image side by side with this one you will see the difference that anti-aliasing makes. This one uses a simple average on four point on grid within a pixel. In sub-pixel coordinated, the sample points are (0.25, 0.25), (0.25,0.75), (0.75,0.25) and (0.75, 0.75).
Refactor 2022 #4
(Anti-Aliasing continued) In the line example it is possible to calculate the percentage of the pixel covered by the line. Then one can do anti-aliasing as described in the previous post. Squares and lines are simple things. The percentage calculation is not possible in general.
Generative art, such as fractals, but also anything more complex than simple geometric objects, also suffer from the equivalent of jagged lines. It is no longer a question of "in or out". That single pixel may contain many colors. Choosing just one of the colors generates noisy (sparkly) images. So in this case one samples several points within the pixel area and averages the results.
A very long time ago I set up an anti-alias method by sampling nine points on a 3x3 grid inside the pixel and then taking the simple average of the colors. That was the first thing that I tried, it worked well enough so I did not try anything else. I carried that code forward from program to program over the years.
There are other ways to the job. A 4x4 grid may give better results. A 2x2 grid would take less than half the time. Five points, four corners and the center may be good enough. Arguments could be made for a weighted average rather than a simple average. Also a good case can be made to use random points rather than points on a gird.
As part of this refactor journey I decided to add these options to my anti-alias code. I can then tweak the parameters and choose the best tradeoff between speed and noticeable quality improvement.
Refactor 2022 #3
All of the images in this blog, until recently, use a process called anti-aliasing. See https://en.wikipedia.org/wiki/Supersampling
If, for example, you want to draw a line on the computer screen, you could calculate which pixels are on the line and light them up. This almost works. We naturally think of a pixel as a zero-dimensional point, and the line as one dimensional. But a line needs some width, or it would be invisible, and a single pixel covers some small area of the display. A typical monitor has about 100 dpi, so a pixel is actually a 0.01 inch x 0.01 inch square. The pixels are very small, but if you build a diagonal line out of these square pixels, you will still see the corners of the individual pixels. The line looks jagged.
These edge pixels are not entirely on or entirely off the line. The line covers some intermediate portion of the pixel. A better way to draw these pixels is to consider the partial coverage. If the line covers 30% of the pixel, then give the pixel a blend of 30% the line color and 70% the background color.
Refactor 2022 #2
As with porting, when refactoring, the changes need testing. Sometimes the test cases generate interesting pictures. Sometimes they motivate the artistic side and the test case becomes a jumping off point for new creations. I like to explore the inspiration when it happens. But the program, being in the middle of an overhaul, is in a less stable state than usual.
Here the goal is to use the rugged terrain algorithm from early posts to add texture to a simple fractal. The previous picture looks like painting on a coarse canvas, or perhaps a needle point. Today's picture is the same design, but with the texture dialed back some.
Refactor 2022 #1
New Series, Refactor 2022.
Refactoring is for programmers who reject the advice "If it ain't broke, don't fix it".
Refactoring is actually a good thing. A working program may also be very fragile. A fragile program is difficult to modify without breaking it. Computer programs naturally tend to the state "working, but just barely". Refactoring cleans up the program, organizes it, makes it easier to understand and modify.
Refactor 2022 is a continuation or the Port 22 series. The porting task was finished some time ago, but as long as I had the hood open I decided to tinker with a few things. As usual one thing leads to another and two months later I feel like I am further away from my goal than when I started.
Port 22 #10
Inspired by topographical maps.
While working on an algorithm to detect the intersection of two objects, some tests were needed. I put together test cases for various simple 2d and 3d objects such as lines, planes, spheres. For a more challenging test case, I created an bumpy terrain and tried to intersect it with a flat rectangle.
The test passed immediately, but I headed off on a tangent to create interesting, surreal landscapes. The results of that foray make up the next few posts.
Port 22 #8
The new Visual Studio is working now. I decided that while I had the hood open, it would be a good time to tweak some other things. I had a long list of things that work, but could be made to work better.
Of course little things tend to become big things, and that great alternate design turns out to not be so great. I just accept that this is part of the process of learning and improving. I am not going to bore you with the details. It is mentioned only to provide an excuse for the recent scarcity of blog posts.
Along the way while making these program changes, I create test images. The main motivation is of course to test and explore new ideas. Some of those test images are interesting on their own. I classify these as "work in process" and save them to develop further in the future. For now, I need to keep focus on adding / improving program features.
This one gives an impression of colored lights in a dark room.
Port 22 #7
My posts have slowed down in the last three months. My program port to VS2022 has been complete for some time now. Previously I described two problems with the port. The first was solved by loading unnecessary dlls to get the compiler to work. The second, AssemblyLoadContext is a poor substitute for AppDomain, has two consequences; it wastes memory and prevents recovery when an add-on crashes or hangs. I grew up in an era where external storage access and memory were expensive. I need to keep reminding myself that this is not a problem in the 21st century. And if an add-on fails, I terminate the run and restart in debug mode. It does not happen often and when it does I usually need the debug tools to find fix the flaws anyway.
So I am content to live with the problems.Port 22 #6
Another chaotic swirl.
The next problem with the software port was with AppDomains. An AppDomain is an isolated environment to run a program, or a part of a program. Every program runs in an AppDomain. The main program AppDomain is created when the program starts and taken down when the program exits. You never notice it or think about it. The tricky part is when you want more than one AppDomain.
A second AppDomain is useful with add-on code as described in the last couple of posts. If you load a program add-on into the main AppDomain, you cannot get rid of the add-on without terminating the main program. By loading the add-on into a separate AppDomain, you can discard the AppDomain, and the add-on code when you are done with it. I do this to recover the memory space used by the add-on, and to protect against crashes. The add-on code tends to be more experimental and less tested than the main program code.
My art program is the only program I have that uses more than one AppDomain. So I am deep into the port to VS 2022 when I learn that AppDomain support has been removed from .Net 6. Not changed, just flat out not supported.
The next best thing appears to be the AssemblyLoadContext class. You can load the add-on dll into a separate AssemblyLoadContext. When the add-on is done running the garbage collector eventually runs and frees the space. Well that is the theory at least.
There is a known bug with AssemblyLoadContext garbage collection when it runs WPF (Windows Presentation Foundation) code. WPF creates objects for windows and other display components. Some of these objects are never released, even after the window is closed. That prevents garbage collection. At the time I was discovering these problems the recommended work-around was the ever-so-helpful "just don't do that". In my case, my add-ons often come with custom editors which use WPF, so the recommended "solution" is not feasible. It may have been fixed by now, but I am not in a mood to fight that battle again.
I have given up on AppDomain and AssemblyLoadContext. Computers have so much memory these days, that worrying about add-on code memory use is a misplaced concerned. The memory used by the add-on program code is insignificant compared to the memory used for a single high resolution picture. As for program code defects, I just need to be more careful.