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Alan Zucconi
Developer, Lecturer & Science Communicator
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UNITY 4D #4: CREATING 4D OBJECTS

This article will explain how to create four dimensional objects, in a format
compatible with the Unity4D extension.



You can find all the articles in this series here:

 * Part 1: Understanding the Fourth Dimension
 * Part 2: Extending Unity from 3D to 4D
 * Part 3: Rendering 4D Objects
 * Part 4: Creating 4D Objects


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in C#, Maths, Programming, Tutorial, Unity | 3,653 Words | 4 Webmentions |
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UNITY 4D #3: RENDERING 4D OBJECTS

This article will explain how to render 4D objects in Unity, using three
separate technique: orthographic projection, perspective projection and
cross-section.



You can find all the articles in this series here:

 * Part 1: Understanding the Fourth Dimension
 * Part 2: Extending Unity from 3D to 4D
 * Part 3: Rendering 4D Objects
 * Part 4: Creating 4D Objects

A link to download the Unity4D package can be found at the end of this article.


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in C#, Maths, Programming, Tutorial, Unity | 4,504 Words | 5 Webmentions |
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UNITY 4D #2: EXTENDING UNITY TO 4D

This article will show how to extend Unity to support four-dimensional geometry.
This is the second article in a series of four, and the first one which will
probably start discussing the Mathematics and the C# code necessary to store and
manipulate 4D objects in Unity.

You can find all the articles in this series here:

 * Part 1: Understanding the Fourth Dimension
 * Part 2: Extending Unity from 3D to 4D
 * Part 3: Rendering 4D Objects
 * Part 4: Creating 4D Objects

A link to download the Unity4D package can be found at the end of this article.


Continue reading →
in C#, Maths, Tutorial, Unity | 4,069 Words | 4 Webmentions | Comment


UNITY 4D #1: UNDERSTANDING THE FOURTH DIMENSION

This is the first part of a series of articles dedicated to extending Unity from
3D to 4D. In this instalment, we will explore the fourth dimension, from its
representations in movies and video games, to its more mathematical and
geometrical interpretations.



At the end of the series, you will learn how to create and manipulate 4D objects
inside a modern game engine like Unity or Unreal.

You can find all the articles in this series here:

 * Part 1: Understanding the Fourth Dimension
 * Part 2: Extending Unity from 3D to 4D
 * Part 3: Rendering 4D Objects
 * Part 4: Creating 4D Objects

A link to download the Unity4D package can be found at the end of this article.


Continue reading →
in Discussion, Maths, Science, Tutorial | 3,447 Words | 4 Webmentions | Comment


SLIPPY MAPS WITH UNITY

A slippy map (sometimes also referred to as tiled web map, tile map, or simply
interactive map) is a web-based map that can be zoomed in and out seamlessly.
The most popular slippy map you might be familiar with is Google Maps, alongside
many others like that.

This tutorial will show you how to create your own web-based slippy map with
Unity. Such a technique can be used to create interactive maps for your own
games, or to better explore complex phenomena such as fractals or even
Mathematical functions. For clarity, the actual map will be created with Unity,
but it will be served using a JavaScript library called LeafletJS. A link to
download the full Unity package is also available at the end of the article.

The image used in the cover has been generated using Stamen.

Continue reading →
in C#, JavaScript, Shaders, Tutorial, Unity | 3,007 Words | Comment


SEAM CARVING

Seam carving is a technique that can be used to resize images, which is also
known as liquid rescaling. Compared to the traditional resizing tool, it does
not “stretch” the image, but it selectively removes the pixels which contain the
least amount of information. As a result, it allows to shrink images preserving
most of the details.

Seam carving is an example of a context-aware resizing algorithm, as it does not
treat images as mere collections of pixels. By all means, it can be considered
an AI-powered algorithm. The “AI part” resides in the fact that it is able to
identify which pixels to remove on its own. However, it does so without any
neural network and—most importantly—without the need to be trained on external
data. Hence, it belongs to the field of what I call Classical AI, conversely to
the more recent field of Deep Learning. With AI-powered tools becoming more and
more popular, I find it helpful to show how a lot can be achieved with some
clever algorithms, without the need to train expensive neural network models.

If you are interested in learning more about tools like DALL·E 2 and Midjourney,
I would suggest checking one of my most detailed articles titled The Rise of AI
Art.

Continue reading →
in C#, Shaders, Tutorial, Unity | 3,634 Words | 1 Webmention | 2 Comments


THE RISE OF AI ART

Over the past ten years, Artificial Intelligence (AI) and Machine Learning (ML)
have steadily crept into the Art Industry. From Deepfakes to DALL·E, the impact
of these new technologies can be longer be ignored, and many communities are now
on the edge of a reckoning. On one side, the potential for modern AIs to
generate and edit both images and videos is opening new job opportunities for
millions; but on the other is also threatening a sudden and disruptive change
across many industries.

Some AI-generated images posted on Twitter

The purpose of this long article is to serve as an introduction to the complex
topic of AI Art: from the technologies that are powering this revolution, to the
ethical and legal issues they have unleashed. While this is still an ongoing
conversation, I hope it will serve as a primer for anyone interested in better
understanding these phenomena—especially journalists who are keen to learn more
about the benefits, changes and challenges that that AI will inevitably bring
into our own lives. And since the potential of these technologies—and the best
way to use them—are still being explored, there will likely be more questions
and tentative suggestions, rather than definite answers.

In this article I will try to keep a positive outlook, as I feel is important to
show and inspire people on how to better harness this technology, rather than
just demonising it. And while predicting the future is beyond the scope of this
article, there will be plenty of examples of how new art practices and
technologies have impacted art communities in the past.

Continue reading →
in Discussion, Machine Learning, Programming | 18,452 Words | 5 Comments


CAR PAINT SHADER: THIN-FILM INTERFERENCE

This post completes the journey started in The Mathematics of Thin-Film
Interference, by explaining how to turn the equations previously presented into
actual shader code.



You can find the complete series here:

 * Part 1. The Nature of Light
 * Part 2. Improving the Rainbow (Part 1)
 * Part 3. Improving the Rainbow (Part 2)
 * Part 4. Understanding Diffraction Grating
 * Part 5. The Mathematics of Diffraction Grating
 * Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
 * Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
 * Part 8. Iridescence on Mobile
 * Part 9. The Mathematics of Thin-Film Interference
 * Part 10. Car Paint Shader: Thin-Film Interference

A link to download the Unity project used in this series is also provided at the
end of the page.

Continue reading →
in Shaders, Tutorial, Uncategorized | 1,100 Words | 4 Webmentions | 7 Comments


THE MATHEMATICS OF THIN-FILM INTERFERENCE

This post continues our journey through the Mathematical foundations of
iridescence. This time, we will discuss a new way in which material can split
light: thin-film interference. This is how bubbles (and car paint) get their
unique reflections.



You can find the complete series here:

 * Part 1. The Nature of Light
 * Part 2. Improving the Rainbow (Part 1)
 * Part 3. Improving the Rainbow (Part 2)
 * Part 4. Understanding Diffraction Grating
 * Part 5. The Mathematics of Diffraction Grating
 * Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
 * Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
 * Part 8. Iridescence on Mobile
 * Part 9. The Mathematics of Thin-Film Interference
 * Part 10. Car Paint Shader: Thin-Film Interference

A link to download the Unity project used in this series is also provided at the
end of the page.

Continue reading →

in Maths, Science, Tutorial | 2,252 Words | 2 Webmentions | 2 Comments


THE EXTENDED KALMAN FILTER

This is the third part of the series dedicated to one of the most popular sensor
de-noising technique: Kalman filters. This article will explain how to model
non-linear processes to improve the filter performance, something known as the
Extended Kalman Filter.

You can read all the tutorials in this online course here:

 * Part 1. A Gentle Introduction to the Kalman Filter
 * Part 2. The Mathematics of the Kalman Filter: The Kalman Gain
 * Part 3. Modelling Kalman Filters: Liner Models
 * Part 4: The Extended Kalman Filter: Non-Linear Models
 * Part 5. Implementing the Kalman Filter

Continue reading →
in Maths, Tutorial | 3,873 Words | 2 Webmentions | Comment


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