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@stijnkuipers4251
@stijnkuipers4251 59 минут бұрын
This looks like it could also make a great algorithm for 3d print layers
@googleyoutubechannel8554
@googleyoutubechannel8554 4 сағат бұрын
Now do stairs. "Agent program"... but you repeat yourself...
@polarsingularity
@polarsingularity 6 сағат бұрын
D = sqrt(2r²), as the Square can be broken up into 4 equal right triangles with short side of length r
@SahdevSingh-io3qp
@SahdevSingh-io3qp 4 сағат бұрын
The diagonal of square is d√2 and here 2r(2 radii of diagonal circles) is also equal to same, hence d=r√2, am I wrong somewhere?
@gauravkhaire56
@gauravkhaire56 6 сағат бұрын
Exactly what I needed, Thanx
@ServedDinner
@ServedDinner 7 сағат бұрын
I Really like ur videos but could u make a video about how x/y is equal to 0.x repeating except for when x=y and if y is equal to 10^n-1? Id really like to see a Video about that but ima also gonna try myself now
@harshavardhan9399
@harshavardhan9399 15 сағат бұрын
great video but the title is misleading. you can try something like "how do design an autonomous robot from scratch'" or something like that.
@zyang056
@zyang056 Күн бұрын
Thanks for making this video but nothing covered here was AI or ML.
@vojtechproschl
@vojtechproschl 9 сағат бұрын
Hi, This video actually contains a lot of AI concepts. We originally wanted to include a section to address this misconception but decided against it, which I now realize was a mistake. AI, at its core, is about defining goals using performance measures and optimizing algorithms to maximize or minimize the given performance measure (as we've described). There are many ways to optimize such functions, one of which is using some form of machine learning, such as neural networks, to "generate" an agent program from data. Another approach is to "design" the agent program yourself by studying the problem. This can be done through methods like search, constraint satisfaction programming, logical inference, probabilistic reasoning, and so on. A common misconception is that using "classical" approaches that don't rely on ML isn't AI, which simply isn't true. One of the reasons we created this video was to show that AI ≠ ML, and there is much more to AI than just machine learning. Hope this helps, and thank you for leaving a comment!
@frogg03_
@frogg03_ 7 сағат бұрын
​@@vojtechproschlyou don't need to call everything AI to gain traction. You clearly optimized the program iteratively yourself, not by any automated means. That is not AI, that is simply developing an algorithm and there's nothing artificial about it. You could have done so much better if you weren't just chasing buzzwords around
@owonobrandon8747
@owonobrandon8747 Күн бұрын
Clear and good video!
@vojtechproschl
@vojtechproschl 9 сағат бұрын
Thank you!
@ashisdahal6145
@ashisdahal6145 Күн бұрын
Great visualizations but it's too abstract. Would have loved a more in-depth implementation, preferably with code.
@samhayzen
@samhayzen 2 сағат бұрын
The thing is any code would be extremely specific to whatever application you're talking about; you really gotta figure it out yourself based on the problem.
@matejpalm3108
@matejpalm3108 Күн бұрын
This guy Maths!
@qu765
@qu765 2 күн бұрын
I think that probably the most efficient solution would be to instead of "move-turn-move-turn" instead be a series of smooth arcs - so the robot never needs to waste time standing still. My first instinct is also a greedy approach - figure out from any given position which arc could be taken then evaluate which fills the most space - then choose the best and repeat. That will probably be really bad but then you could maybe make it think a couple steps ahead like a chess algorithm. So for every path - and every child path which would be the best. However that would have the issue that naive chess algorithms have which is exploding exponentially more choices evaluated. However unlike chess algorithms it would be much harder to prune obviously terrible choices (such as alpha-beta pruning for chess AI) Regardless - you could apply the techniques that the best of the best chess AIs use: Machine learning. Basicly each choice of arc a ANN will generate a score of how good it thinks that choice will be. Then it picks the best choice and repeats. Idk I could go one with ideas but I just wanna say I love this video: I kinda already know all the topics in this video but I know that me 5 years ago would have loved it so much. Thanks for making it :3
@vojtechproschl
@vojtechproschl 9 сағат бұрын
Interesting ideas! It seems like a fun direction to explore further, though the branching factor would be quite large. 😄 Thank you very much!
@muhammad-dq6jg
@muhammad-dq6jg 7 күн бұрын
Brother the only thing this channel needs is quick uploads. You literally have the same quality as the best channel.
@vojtechproschl
@vojtechproschl 3 күн бұрын
Thank you! I will try my best to increase the upload frequency in the near future 😁
@Pedro-jj7gp
@Pedro-jj7gp 29 күн бұрын
Amazing video! Would love to learn how you make some of these animations in houdini! I don't think I've seen anyone using it like that before
@vojtechproschl
@vojtechproschl 28 күн бұрын
Thank you! Which animations, in particular, are you interested in? I will most likely create a secondary channel where I plan to post Houdini tutorials in October, so I might actually cover that.
@Pedro-jj7gp
@Pedro-jj7gp 28 күн бұрын
@@vojtechproschl That sounds awesome, I'll keep an eye out! The graphs ones, coin flip and 3D terrain ones are pretty neat!
@vojtechproschl
@vojtechproschl 27 күн бұрын
​@@Pedro-jj7gp I appreciate the ideas, video about 2D graphs seems like an excellent way to start the channel 😁
@Electroshockist
@Electroshockist 3 ай бұрын
Interesting way to use fourier transforms. very cool.
@vojtechproschl
@vojtechproschl 3 ай бұрын
Thank you!
@JamesSmith-ix5jd
@JamesSmith-ix5jd 3 ай бұрын
10:30 confusing wording, correct wording should be - a vector perpendicular to the face of a polygon.
@vojtechproschl
@vojtechproschl 3 ай бұрын
I agree that it might be confusing to someone who focuses more on the applied portion of computer graphics. My wording reflects a definition from the perspective of differential geometry.
@JamesSmith-ix5jd
@JamesSmith-ix5jd 3 ай бұрын
@@vojtechproschl How can you define a vector for a point? It can have an infinite amount of vectors, which one exactly are you choosing?
@vojtechproschl
@vojtechproschl 3 ай бұрын
@@JamesSmith-ix5jd Intersection point implicitly states that it is point on a surface. For normal to the point on the surface in general case besides simple face you can check out this website mathworld.wolfram.com/NormalVector.html#:~:text=The%20normal%20vector%2C%20often%20simply,surface%20at%20a%20given%20point.
@JamesSmith-ix5jd
@JamesSmith-ix5jd 3 ай бұрын
triangles are always used by GPU to render the object to the screen, but in 3d modeling triangles are not good, you can't loop easily, select a poly ring, do proper edge flow etc. so in modeling people are using quads and simply avoiding edge cases where quads might break, which is not that often tbh, quads are only breaking when a 3d modeler is a beginner and he/she can't produce quad only mesh.
@MrKohlenstoff
@MrKohlenstoff 4 ай бұрын
Really cool, very well done!
@vojtechproschl
@vojtechproschl 4 ай бұрын
Thank you!
@shantanu83
@shantanu83 6 ай бұрын
Amazing video, simple and cool!
@vojtechproschl
@vojtechproschl 6 ай бұрын
Thank you!
@narqiez4669
@narqiez4669 7 ай бұрын
This is so well-explained and demonstrated that it feels illegal to watch for free. Thank you Vojtech :)
@vojtechproschl
@vojtechproschl 7 ай бұрын
Thank you! 😁
@while_coyote
@while_coyote 8 ай бұрын
lovely. I'd love to see more.
@vojtechproschl
@vojtechproschl 8 ай бұрын
Thank you!
@kartikeyaShetti
@kartikeyaShetti 10 ай бұрын
Happiness is watching a youtube channel growing from the beginning! All the best❤
@vojtechproschl
@vojtechproschl 10 ай бұрын
Thank you!
@waffleboytom
@waffleboytom 10 ай бұрын
Great work as always !
@vojtechproschl
@vojtechproschl 10 ай бұрын
Thank you!
@JohnR436
@JohnR436 10 ай бұрын
What is the purpose of using the semantic: “the probability of A being visible” instead of “The opacity/alpha value of A”? Just curious.
@vojtechproschl
@vojtechproschl 10 ай бұрын
The main rationale behind that is that authors of the alpha compositing paper treated opacity as the probability that some particle intercepts your view of the pixel, so I've stuck to that. Besides, I think that using probability instead of opacity makes it a bit clearer where these formulas come from.
@JohnR436
@JohnR436 10 ай бұрын
@@vojtechproschl makes sense, thanks for the context.
@vojtechproschl
@vojtechproschl 10 ай бұрын
​@@JohnR436 You're welcome!
@JohnR436
@JohnR436 10 ай бұрын
Great video!
@vojtechproschl
@vojtechproschl 10 ай бұрын
Thank you!
@JohnR436
@JohnR436 10 ай бұрын
This is gonna blow up, thank you so much for creating this!
@vojtechproschl
@vojtechproschl 10 ай бұрын
I am glad that you've found it helpful! Thank you!
@treedruids5776
@treedruids5776 10 ай бұрын
This is amazing! I'm shocked your channel isn't bigger, so underrated
@vojtechproschl
@vojtechproschl 10 ай бұрын
Thank you!
@sagrgywejhxcvx
@sagrgywejhxcvx 10 ай бұрын
bulbublbulb
@endrawes0
@endrawes0 10 ай бұрын
Vertices edges and faces are not the most simple representation. The edges are redundant. Faces can be represents as triplets of vertices. No need for edges.
@Kargoneth
@Kargoneth 10 ай бұрын
A nice overview. Informative.
@vojtechproschl
@vojtechproschl 10 ай бұрын
Thank you!
@teklife
@teklife 11 ай бұрын
the best mapgen i've ever seen is this one called 'Terrainbrot' and created by a minetest server owner and developer called Hume2. you can experience it and see a map of the world at 'spawn' on the server 'Tunneler's Abyss' using the free and open source Minetest client and going to the "join game" tab. it has tall realistic mountains, oceans and continents, archipelagos, deep oceans, and is just the most natural and realistic mapgen i've ever seen. by comparison, most other mapgens create bizarre artifacts like mountains cut in half, land tapering outwards as the elevation increases, and all sorts of goofy ugly bits all around like floating bits of land.
@tfairfield42
@tfairfield42 11 ай бұрын
Amazing video into this topic. I remember looking into minecrafts procedural generation and perlin noise used to generate the terrains and caves. Wonderful systems at play together.
@MartynDerg
@MartynDerg 11 ай бұрын
This was an absolutely brilliant explanation! this whole time I have been wandering blind, changing values without actually understanding what I'm changing. Now I feel like I better understand the concepts behind generating noise, and finally understand what I'm actually doing when tweaking the parameters of fractal noise
@vojtechproschl
@vojtechproschl 11 ай бұрын
Thank you!
@andrewgardiner563
@andrewgardiner563 11 ай бұрын
You really don’t need such a high-definition mic. It sounds like I’m listening to this video from inside your mouth. I can hear every moist, lingual articulation.
@johannes417
@johannes417 Жыл бұрын
Great
@Ghc902
@Ghc902 Жыл бұрын
After viewing this video, I have some constructive feedback to offer. While the animation and video production quality were impressive, I found that the pacing and structure of the content could use refinement to effectively convey the intended knowledge. It strongly feels like at the beginning you want to talk about true random noise, but at the end you ended up talking about hash function generated noise which is pseudo random and deterministic. You also step by step almost feel like you are talking about generating true random noise procedurally then suddenly introduce another source of randomness required to generate the noise. This is basically luring people in with chocolate and ended up feed them 💩 . The segmentation into 17 sections felt a bit fragmented and the progression from one topic to another could be smoother. For instance, the introduction began with a discussion on true randomness 2:52 and procedural noise generation 3:23 , transitioning into real-world sampling methods like coin flipping, and then delving into molecular motion as another source of noise. Following this, the narrative shifted to sin wave-based noise generation, incorporating an unidentified random source for phase shifts, before introducing Fourier transformation. The revelation that hash functions were being used as the phase shift generator, without a subsequent explanation, left a bit of a gap in understanding. The video's level of technical detail seemed to be caught between a high-level conceptual overview and a low-level technical deep dive. For instance, if the goal was to provide a low-level technical explanation, including actual code and in-depth analysis would have been beneficial. Conversely, if the aim was a high-level overview, the inclusion of complex concepts like Fourier transformation may have been excessive. It might be more effective to focus on core topics like the possibility of true random noise, the generation of pseudo-random noise through computational techniques, and the role of hash functions in ensuring uniform distribution in random generators. A more bottom-up approach, starting from deterministic functions and progressing to more complex noise generation techniques, might provide a clearer, more satisfying learning trajectory. Moreover, the video's objective was a bit unclear-whether it aimed to educate on procedural true random noise generation or realistic terrain noise generation. The content at the beginning and end seemed to address different goals. If the focus is on terrain noise, it would be beneficial to hypothesize on the unique frequency profile of terrain noise and explain the necessity of certain filter combinations to accurately replicate such profiles.
@4984christian
@4984christian Жыл бұрын
Nice. Please do more! I love experimenting with conplex patterns!
@cmilkau
@cmilkau Жыл бұрын
The art of procedural generation is to make something totally random look totally not random.
@zoltantorok1189
@zoltantorok1189 Жыл бұрын
More. We crave more, mother. Why have you forsaken us, mother? Mother?
@grobknoblin5402
@grobknoblin5402 Жыл бұрын
This is amazing! I hope you continue to series! ❤❤❤❤❤
@PeterLechner
@PeterLechner Жыл бұрын
Finally I get what those fbm parameters mean🤌 great video! Would love to learn more!
@raresmircea
@raresmircea Жыл бұрын
High quality production, great job
@BryanLu0
@BryanLu0 Жыл бұрын
I like your video style, but your script is all over the place. You briefly touch on brownian motion, white noise, low/high pass filters, but these concepts are only tangentially related to the topic of the video.
@Dampy.69
@Dampy.69 Жыл бұрын
The same concept applies to physics, music theory, electrical engineering, computer graphics and procedural generation. Math is beautiful as the language to explain the universe around us.
@mitchellverhelle3986
@mitchellverhelle3986 Жыл бұрын
I'd love to see a follow-up video. For my functional programming final project, my team made a 3D fBm terrain generator using OCaml. It was super neat to watch this video, it would've helped us so much haha!
@vojtechproschl
@vojtechproschl Жыл бұрын
Thank you! I hope you did well even without the video 😆
@barberousse1149
@barberousse1149 Жыл бұрын
wow! thanks... you openned up some reflections in my mind in the way noise can be used. building a sine lookup table could help in being more efficient. ''All'' sines could be computed once, then its basically direct acces.
@blizzsoft5910
@blizzsoft5910 Жыл бұрын
amazing work! not very hard and professional!
@vojtechproschl
@vojtechproschl Жыл бұрын
Thanks a lot!
@hoodwinkedDaDon
@hoodwinkedDaDon Жыл бұрын
I feel like every day i see something amazing pop up in the domain of CS/math and music, explained and animated so well. Fantastic video, completely made me change how I think about noise. Amazing amazing amazing
@vojtechproschl
@vojtechproschl Жыл бұрын
Wow, thank you!
@illustriouspics1
@illustriouspics1 Жыл бұрын
Good shit 🔥
@Wayofwar
@Wayofwar Жыл бұрын
What would you say are some of the best available resources to learn more about these topics?
@vojtechproschl
@vojtechproschl Жыл бұрын
Well, it depends... If you want to understand the concepts deeply, I suggest studying some computer graphics books or courses. If you don't know it already, this will also require you to learn some undergraduate math (Calculus and Linear Algebra). My favorite book for computer graphics is "Fundamentals of Computer Graphics" by Shirley. The book covers much of the math you need for computer graphics, so it is accessible without prior knowledge. I recommend checking out @keenancrane for the course - he has an excellent CG course on KZbin. However, for this, you will already need some undergraduate math exposure. If you want to use those concepts more practically, I would pick 3D software and try to learn about rendering and texturing in that context, for which you will likely find a lot of tutorials.
@lexer_
@lexer_ Жыл бұрын
I learned a lot watching this but I felt like you just sprung magic pieces of math without explanation way too often. It would take way too long to explain everything and just introducing existing concepts is generally fine. But I prefer it if the introduction of a new concept is somehow tied to something so I can connect ideas in my head. For example, pretty early you talk about brownian motion and at the very end you come back to the concept with fBm and this seems like a planned setup to tie things together. But You never even mention how these two are related except for the word "brownian". It's a bit like reading the third book in a series without prior knowledge about it. Characters we know nothing about just appear out of nowhere but we have no way of connecting them to the rest of the story. We don't need to know their entire life story but we need to know where to place them for the story to work.