add demos to README.md

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Abe Pazos
2025-08-30 12:18:02 +00:00
parent cf0a6c7783
commit ec5bde5822
2 changed files with 130 additions and 24 deletions

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@@ -189,7 +189,9 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
## Demos
### DemoCubicNoise2D01
Demonstrates how to render dynamic grayscale patterns using 3D cubic Hermite interpolation.
The program draws one point per pixel on the screen, calculating the color intensity of each point
based on a 3D cubic Hermite noise function.
![DemoCubicNoise2D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoCubicNoise2D01Kt.png)
@@ -197,7 +199,12 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
### DemoFunctionalComposition01
Demonstrates how to chain methods behind noise functions like `simplex3D` to
alter its output. By default `simplex3D` produces one double value, but
by calling `.withVector2Output()` it produces `Vector2` instances instead.
The `.gradient()` method alters the output to return the direction of fastest
increase. Read more in [WikiPedia](https://en.wikipedia.org/wiki/Gradient).
![DemoFunctionalComposition01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoFunctionalComposition01Kt.png)
@@ -205,7 +212,15 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
### DemoGradientPerturb2D
Demonstrates how to generate a dynamic fractal-based visual effect
using 2D gradient perturbation and simplex noise.
This method initializes a color buffer to create an image and applies fractal gradient noise to set
each pixel's brightness, producing a dynamic visual texture. The fractal effect is achieved by layering multiple
levels of noise, and each pixel's color intensity is based on the noise function results.
The output is continuously updated to produce animated patterns.
CPU-based.
![DemoGradientPerturb2DKt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoGradientPerturb2DKt.png)
@@ -213,7 +228,15 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
### DemoGradientPerturb3D
Demonstrates how to generate a dynamically evolving visual
representation of fractal noise. The program uses 3D gradient perturbation and simplex noise
to produce a grayscale gradient on a color buffer.
The visual output is created by iteratively computing the fractal gradient perturbation and simplex
noise for each pixel in the color buffer, applying a perturbation based on time, and rendering the
result as an image.
CPU-based.
![DemoGradientPerturb3DKt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoGradientPerturb3DKt.png)
@@ -221,7 +244,15 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
### DemoScatter01
Demonstrates how to create an animated visualization of scattered points.
The program creates an animated ellipse with increasing and decreasing height.
Then, scatters points inside it with a placementRadius of 20.0.
The animation reveals that the scattering positions are somewhat stable between
animation frames.
The ellipse's contour is revealed and hidden every other second.
![DemoScatter01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoScatter01Kt.png)
@@ -229,7 +260,12 @@ val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
### DemoSimplex01
Demonstrates how to use the `simplex` method to obtain noise values based on a seed and an x value.
The program creates 20 horizontal contours with 40 steps each in which each 2D step and each 2D control point
is affected by noise.
Time is used as a noise argument to produce an animated effect.
![DemoSimplex01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoSimplex01Kt.png)
@@ -246,7 +282,11 @@ Demonstrate the generation of uniformly distributed points inside a list of tria
### DemoValueNoise2D01
Demonstrates how to render grayscale noise patterns dynamically using 3D quintic noise.
The program draws one point per pixel on the screen, calculating the color intensity of
each point based on a 3D quintic noise function. The noise value is influenced by the
pixel's 2D coordinates and animated over time.
![DemoValueNoise2D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoValueNoise2D01Kt.png)
@@ -275,7 +315,10 @@ The noise color can be set using a `color` or a `gain` property.
### glsl/DemoSimplexGLSL
A sine oscillator with randomized parameters
Render an animated Simplex3D texture using shaders.
The uniforms in the shader are controlled by
randomized sine oscillators.
![glsl-DemoSimplexGLSLKt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/glsl-DemoSimplexGLSLKt.png)
@@ -285,8 +328,7 @@ A sine oscillator with randomized parameters
Demo that visualizes a 2D Hammersley point set.
The application is configured to run at 720x720 resolution. The program computes
400 2D Hammersley points mapped within the bounds of the application's resolution.
The program computes 400 2D Hammersley points mapped within the window bounds.
These points are visualized by rendering circles at their respective positions.
![hammersley-DemoHammersley2D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hammersley-DemoHammersley2D01Kt.png)
@@ -297,14 +339,12 @@ These points are visualized by rendering circles at their respective positions.
Demo program rendering a 3D visualization of points distributed using the Hammersley sequence in 3D space.
The application is set up at a resolution of 720x720 pixels. Within the visual
program, a sphere mesh is created and a set of 1400 points is generated using
the Hammersley sequence. Each point is translated and rendered as a small sphere
in 3D space. This is achieved by mapping the generated points into a scaled domain.
A set of 1400 points is generated using the Hammersley sequence.
Each point is translated and rendered as a small sphere
in 3D space.
The rendering utilizes the Orbital extension, enabling an interactive 3D camera
to navigate the scene. The visualization relies on the draw loop for continuous
rendering of the points.
The rendering uses the Orbital extension, enabling an interactive 3D camera
to navigate the scene.
![hammersley-DemoHammersley3D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hammersley-DemoHammersley3D01Kt.png)
@@ -312,17 +352,15 @@ rendering of the points.
### hammersley/DemoHammersley4D01
Demo that visualizes a 4D Hammersley point set in a 3D space, with colors determined by the 4th dimension.
Demo visualizing a 4D Hammersley point set in a 3D space, with colors determined by the 4th dimension.
The application is configured at a resolution of 720x720 pixels. A sphere mesh is created
using the `sphereMesh` utility, and a total of 10,000 4D points are generated with the
`hammersley4D` sequence. These points are scaled, translated, and rendered as small spheres.
A total of 10,000 4D points are generated with the `hammersley4D` sequence.
These points are mapped to a cubical volume and rendered as small spheres.
The color of each sphere is modified based on the 4th dimension of its corresponding point by
shifting the hue in HSV color space.
This program employs the `Orbital` extension, enabling camera interaction for 3D navigation
of the scene. Rendering occurs within the draw loop, providing continuous visualization
of the point distribution.
of the scene.
![hammersley-DemoHammersley4D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hammersley-DemoHammersley4D01Kt.png)
@@ -330,7 +368,15 @@ of the point distribution.
### hash/DemoCircleHash01
Demonstrates how to draw circles distributed within two subregions of a rectangular area
using uniform random distribution and a hash-based method for randomness.
The application divides the window area into two subregions, offsets the edges inwards,
and then calculates two circles representing these subregions. Points are then generated and drawn
within these circles using two different methods:
- A uniform random distribution within the first circle.
- A hash-based deterministic random point generation within the second circle.
![hash-DemoCircleHash01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hash-DemoCircleHash01Kt.png)
@@ -338,7 +384,12 @@ of the point distribution.
### hash/DemoRectangleHash01
Demonstrates how to generate and draw random points within two subregions of a rectangular area
using two different randomization methods.
The first subregion generates points using a _uniform_ random distribution, while the second subregion
generates points deterministically with a _hash-based_ randomization approach. The points are visualized
as small circles.
![hash-DemoRectangleHash01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hash-DemoRectangleHash01Kt.png)
@@ -346,7 +397,12 @@ of the point distribution.
### hash/DemoUHash01
Demonstrates how to render a dynamic grid of points where the color of each point
is determined using a hash-based noise generation method.
The application dynamically updates the visual output by calculating a 3D hash
value for each point in the grid, based on the current time and the point's coordinates.
The hash value is then used to determine the grayscale color intensity of each point.
![hash-DemoUHash01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/hash-DemoUHash01Kt.png)
@@ -354,15 +410,36 @@ of the point distribution.
### linearrange/DemoLinearRange01
Demonstrates how to create a linear range with two [org.openrndr.shape.Rectangle]s.
This range is then sampled at 100 random locations using the `uniform` method to get and render interpolated
rectangles. The random seed changes once per second.
![linearrange-DemoLinearRange01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/linearrange-DemoLinearRange01Kt.png)
[source code](src/jvmDemo/kotlin/linearrange/DemoLinearRange01.kt)
### linearrange/DemoLinearRange02
Demonstrates how to create a linear range with two [org.openrndr.shape.Circle]s.
This range is then sampled at 100 random locations using the `hash` method to get and render interpolated
circles. The random seed changes once per second.
Colors are calculated based on the index of each circle.
![linearrange-DemoLinearRange02Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/linearrange-DemoLinearRange02Kt.png)
[source code](src/jvmDemo/kotlin/linearrange/DemoLinearRange02.kt)
### phrases/DemoUHashPhrase01
Demonstrate uniform hashing function phrase in a shadestyle
Demonstrate the use of a uniform hashing function phrase in a ShadeStyle.
The hashing function uses the screen coordinates and the current time to
calculate the brightness of each pixel.
Multiple GLSL hashing functions are defined in orx-shader-phrases.
![phrases-DemoUHashPhrase01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/phrases-DemoUHashPhrase01Kt.png)
@@ -370,8 +447,7 @@ Demonstrate uniform hashing function phrase in a shadestyle
### rseq/DemoRseq2D01
This demo sets up a window with dimensions 720x720 and renders frames
demonstrating 2D quasirandomly distributed points. The points are generated
Demonstrates quasirandomly distributed 2D points. The points are generated
using the R2 sequence and drawn as circles with a radius of 5.0.
![rseq-DemoRseq2D01Kt](https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/rseq-DemoRseq2D01Kt.png)
@@ -380,7 +456,7 @@ using the R2 sequence and drawn as circles with a radius of 5.0.
### rseq/DemoRseq3D01
This demo renders a 3D visualizationof points distributed using the R3 quasirandom sequence. Each point is
This demo renders a 3D visualization of points distributed using the R3 quasirandom sequence. Each point is
represented as a sphere and positioned in 3D space based on the quasirandom sequence values.
The visualization setup includes: