Recent posts

[Astrophotography] Calibrating Skywatcher’s Sky Adventurer

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Preparing an equatorial mount for astrophotography requires a precise, multistep calibration process. The primary goal is to accurately align the mount’s rotational axis with the Earth’s axis of rotation. This guide outlines a four-step calibration process using Skywatcher’s Sky Adventurer. Fo...

Calibrating Cameras with Zhang’s Method

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Camera calibration is a fundamental step in many computer vision applications, from 3D reconstruction to augmented reality. It involves estimating the intrinsic parameters of a camera (like focal length, principal point, and lens distortion) and its extrinsic parameters (rotation and translati...

[WebGL] Implementing Volume Rendering in GLSL

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In the previous article, I explained how to render solid objects using the ray marching method. However, since the ray stops marching at the boundary of the object, it cannot successfully render translucent or transparent objects. This article delves into the ray marching method for a generali...

[WebGL] Implementing Ray Marching in GLSL

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Ray marching is a technique for rendering a 3D scene onto a 2D screen. As the name suggests, a bundle of rays marches incrementally, checking for intersections with objects. This post will walk through how to implement ray marching in GLSL step by step, covering topics such as distance maps, n...

[WebGL] Understanding the Variations of Cellular Noise

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Cellular noise partitions space based on the distance to a set of seed points, producing organic, cell-like patterns. It finds applications in computer graphics, natural simulations, and generative art. In this post, we explore several variations of the cellular noise implemented in GLSL: Voro...