@demofox@mastodon.gamedev.place
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demofox

@demofox@mastodon.gamedev.place

Graphics and game dev research. previously nvidia, blizzard, monolith, others. graphics, audio synth, exotic computation. No gods, no masters. http://blog.demofox.org.

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demofox, to random
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Hey software license knowledgeable friends. We recently put code out for a paper that is BSD licensed.
What would happen if some other company forked it and made a bunch of changes/ improvements?
Would it still be copyright EA in the license on their fork? And it'd have to stay BSD right?
Ty, random curiosity :)
https://github.com/electronicarts/fastnoise/blob/main/LICENSE.txt

demofox,
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@lunarood is there some % code changed that is required for something to be considered derivative and then can be licensed and copyrighted differently?

demofox,
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@lunarood interesting. Thanks so much :)

demofox,
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@callionica thanks a lot :)

demofox,
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@pkhuong can you explain that? Ty Paul :)

demofox,
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@pkhuong and btw - unlike previous noise texture sets, FAST has no associated patents ;)

demofox,
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@pkhuong patent is our choice, and it was a unanimous "no" :)

demofox,
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@pkhuong whats the "patent grant for using the licensed software"?
Like if the company patents the work, the license implies that they are free to use the patent as well?

demofox, to random
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LF individual with last name of Mann to co author a paper and help invent the Wolfe Mann algorithm :)

demofox,
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@topher_batty oh my god hilarious, and he's in graphics too. Ok, I'm going to put him in my notes and hopefully will have an easy citation for him someday LOL

demofox,
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@breakin @topher_batty I have a game dev friend named Brandon Mann I was thinking about doing this with before 😂

lritter, to random
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orenc thtesodo goami rna
orenc thtesodn goami roa
orenc thterodn goami soa
orenc thte odn goamirsoa
orenc thte idn goamorsoa
or nc thteeidn goamorsoa
or nc thtgeidn ooamorsea
or nc thegeidn ooamorsta
or na thegeidn oocmorsta
or a thegeidnnoocmorsta
or a thegeimnnoocdorsta
r aothegeimnnoocdorsta
r aodhegeimnnooctorsta
r aodhegeimnnoocaorstt
r acdhegeimnnoooaorstt
r acdeeghimnnoooaorstt
r aacdeeghimnnooo orstt
aacdeeghimnnooororstt
aacdeeghimnnoooorrstt

demofox,
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@lritter @mrsbeanbag it sounds related to optimal transport

demofox, to random
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My video's power level is over 9000

demofox,
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@TonyVladusich oh yeah totally. Interesting.

demofox, to random
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So linkedin as a social media platform... I feel like if I speak my true thoughts as a promethean anarchist, that is going to be detrimental.
And I cannot stand seeing all the people I know to be useless getting prestigious positions.
Mastodon friends, I live for the toots.

demofox, to random
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Ok so the internet is the epitome of cache invalidation problems (f5 and dns), and the challenge of naming things (urls). Are there significant off by one errors? :P

demofox,
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@rrika neat!

demofox,
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@pkhuong oh right :)

demofox, to random
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New Blog Post: A Low Discrepancy Shuffle Iterator (+Random Access & Inversion)

What if you had a shuffle iterator that could traverse a shuffle, without actually shuffling.

What if that shuffle was a low discrepancy sequence so neighboring values were very different and had nice numerical properties?

Another POV: selection without replacement. stateless, and low discrepancy.

https://blog.demofox.org/2024/05/19/a-low-discrepancy-shuffle-iterator-random-access-inversion/

demofox, (edited )
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@nickappleton yeah, so this does that exact thing, and that stuff is great. It makes a nice bijection / shuffle. The irrational makes it have the low discrepancy properties.
If you want to know more about that, here's a video. apologies that it's 50 minutes though :P
The first half is the relevant bits.
https://www.youtube.com/watch?v=tethAU66xaA

demofox,
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@nickappleton cool deal. Rest well!

demofox, to random
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For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
I hope you enjoy it!
https://www.youtube.com/watch?v=tethAU66xaA

A slide showing how random numbers which are positively correlated on the screen give correlated resulting renders, uncorrelated random numbers give uncorrelated renders, and negative correlation random numbers give negatively correlated renders. Negatively correlated renders have the best perceptual quality, despite all three having the same actual error.

demofox,
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@sprig yeah for sure and 1d LDS can give you benefits in probabilities.
For rendering, LDS has problems with aliasing, Blue noise does not.

demofox,
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@sprig yeah, FAST is optimized so that if you know you are going to render, then apply a specific spatial filter, then a specific temporal filter, it minimizes the POST FILTERING error.
If you optimize noise for a gaussian filter spatially, that gives you blue noise, which is also how you optimize for perceptual error.
But you can optimize for box spatially which is what we usually use!
Check out "D" on this page for something interesting/unsolved about perceptual error.
https://github.com/electronicarts/fastnoise/blob/main/FastNoiseDesign.md

demofox,
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@sprig and FAST lets you have whatever per pixel value type you want. scalars, vectors, importance sampled vectors, etc. It's best to use noise textures with what you want in them, vs take scalar values and turn it into a vector, because that warping hurts the frequencies.

demofox,
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@sprig yeah so true! and box filtering is the same as averaging so if you ever find yourself averaging, or shuffling, or using random numbers etc etc, you have something to try. It's crazy how wide open this is. Like, a person could just start writing all sorts of computer science research papers and improving things IMO :P

demofox,
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@sprig drool those are great usage cases IMO. For that last one, you might be interested in this post if you don't want to have a go at tackling it yourself. Or maybe you can improve this method or find a better one!
"Weighted Round Robin (Weighted Random Integers) Using The Golden Ratio Low Discrepancy Sequence"
https://blog.demofox.org/2020/06/23/weighted-round-robin-using-the-golden-ratio-low-discrepancy-sequence/

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