gchristensen changed the topic of #nixos-chat to: NixOS but much less topical || https://logs.nix.samueldr.com/nixos-chat
<gchristensen> anyone cross-compiled NixOS for https://www.youtube.com/playlist?list=PLowKtXNTBypGqImE405J2565dvjafglHU yet?
<samueldr> ^ an 8-bit breadboard computer
<samueldr> you start working on it :)
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<joepie91> gchristensen: update: I can *smell* the difference in air quality
<joepie91> also came with a free humidifier for some reason so that's running now too, and that solves my other environment problem
<joepie91> :P
<JasonGrossman> It looks lovely, but thinking about all the teaching resources for the saxophone that would be inapplicable makes me shudder.
<JasonGrossman> This is why classical instruments change so rarely, I believe: because of all the accumulated knowledge about how to play them that people don't want to waste.
<joepie91> sounds like legacy systems!
<__monty__> It only takes O(1) lifetimes to master an instrument anyway so what are we even worrying about? Premature optimization is the root of all evil. ; )
<infinisil> Haha
<infinisil> Actually, if we wanted to express it as an O-complexity, it would be: being able to play n good, you need O(e^n) time
<infinisil> I think. Since the better you are, the more time you need to invest to get even better
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<__monty__> infinisil: I guess that'd apply to abstract musicians, but how does our limited lifespan factor in?
<infinisil> Probably O(min(lifespan, e^n)) :)
<__monty__> infinisil: That'd imply extra proficiency is free once you die. It'd probably be more like one part of a hyperbola.
<infinisil> Ohh right
<__monty__> Otoh _|_ -> Anything so you might very well be right : )
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<jcrben> infinisil: I joined the taskwarrior org on github a month or two ago (mostly to help them organize issues; I'm no good at C++); mentioned your concern to paul
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<infinisil> jcrben: You mean the "Error in certificate"?
<jcrben> infinisil: nah, sorry for the lack of clarity - using a slide deck as a tutorial
<infinisil> Ah that, thanks :)
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<infinisil> tilpner: Is there a difference between path/ray-tracer?
<hodapp> they are indeed different
<hodapp> they're sort of independent of each other actually
<hodapp> in that you can do path-tracing to so shading for scanline rendering if you wish, for instance
<tilpner> infinisil - A ray tracer would only send a single ray, and then another single ray per reflection/refraction
<tilpner> infinisil - A path tracer would scatter rays everywhere, lots of times. The path is a chain of rays
<tilpner> But opinions differ, and I've heard it defined differently
<infinisil> Am still a bit confused
<hodapp> infinisil: it's a way of doing global illumination.
<hodapp> it can be connected to how you trace rays, but it doesn't have to be (there are methods that start tracing from the lights, for instance, and methods that work bidirectionally)
<infinisil> So the thing that differentiates a ray tracer from a path tracer is that a path tracer recurses on hits?
<hodapp> ray tracers can recurse on hits too; the 'traditional' ones always have, to handle things like reflection/refraction
<hodapp> but that doesn't handle - for instance - the way that light still bounces around a room with only diffuse surfaces
<infinisil> Oh, and I guess path tracers do randomization on matte surfaces?
<hodapp> or caustics
<hodapp> what about it?
<infinisil> This photo in this article looks very similar to what mine did ^^
<infinisil> But mine is a path tracer and the wiki's one is a raytracer?
<hodapp> hard to say
<hodapp> because there are all sorts of similar-looking effects that a ray tracer can get without doing path tracing
<infinisil> I guess I'll just read this article http://www.dusterwald.com/2016/07/path-tracing-vs-ray-tracing/
<hodapp> path tracing is more a specific method of approximating things via one approach
<hodapp> while there are other ways of approximating (e.g. photon mapping, radiosity) that aren't path tracing, but which approximate the same thing differently, and other ways that are just sort of hacks to try to look right (and which aren't attempting to solve the same thing)
<hodapp> e.g. when ray tracers use area lights to try to get soft lighting
<infinisil> Hmm
<infinisil> Ah, I get what you meant with "pathtracing uses lots of rays"
<infinisil> I understood it as lots of rays for different pixels, but it's actually lots of rays for every single one
<infinisil> Yeah https://infinisil.com/trace.jpg is definitely a pathtracer then
<infinisil> It's 38289 rays for every pixel :P
<hodapp> it was doing Monte Carlo approximation all throughout?
<hodapp> and you had the option to - for instance - trace a lot fewer samples and get grainier shading?
<infinisil> Yea
<infinisil> I even made it so that I can see the result live
<infinisil> Continuously seeing how the picture would improve over time with more samples
<hodapp> ahh, okay
<hodapp> sounds like probably path tracing, possibly something different like radiosity
<infinisil> Unfortunately I coded this with the Mac libraries while I was still using macOS, so I can't even run it anymore. It even ran on mobile!
<hodapp> dang
<hodapp> yeah, read about radiosity too and see if that sounds closer
<hodapp> it is another approximation to GI, but different from path tracing
<infinisil> Man, I wanna get back to this visual stuff
<infinisil> Was really fun to code
<infinisil> And addicting to watch the results
<infinisil> I should probably upload the source of this raytracer before I forget completely about it
<infinisil> pathtracer*
<hodapp> I used to render things like crazy in POV-Ray
<hodapp> bought a new machine in 2005, and probably for 3-4 months the CPU on it was pegged 24/7 doing renders
<infinisil> Nice
* infinisil is currently on a magical trip through his old code
<hodapp> I am trying to get back into visual stuff too, so keep in touch and see if there's anything we might work together on
<infinisil> Heh maybe, but I don't actually know any language usable for this on Linux right now
<hodapp> I wasn't planning on writing a renderer from scratch or anything
<infinisil> Will want to use Rust + Vulkan for this
<hodapp> just using existing renderers a bit (to start at least)
<infinisil> I see
<hodapp> though I was messing a bit with sphere tracers / raymarchers
<hodapp> which tend to be implemented mostly from scratch
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