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Benedikt Bitterli
benedikt-bitterli.me · Personal blog · on HN since 2015
Benedikt Bitterli, a graphics researcher, writes about light transport simulation, astrophotography, and rendering, with interactive browser demos.
What HN saysCommenters praise his interactive Tantalum light simulation and Buddhabrot animation, and HN uses his work as an example of what the web can do beyond static pages.
28HN people shared it
14linked it in comments
22stories submitted
1.0Kstory points
3 years agolast shared
2015people per year2026
Most-shared posts
- 1Tantalum: WebGL Light Propagation Simulation13 people · 116 points · first shared 2015 · 19 comments on HN
- 2The Secret Life of Photons: Simulating 2D Light Transport6 people · 88 points · first shared 2015 · 11 comments on HN
- 3Star stacking: Astrophotography in C++113 people · 1 points · first shared 2017 · discussion on HN
- 4Virtual Femto Photography2 people · 91 points · first shared 2016 · 8 comments on HN
- 5Show HN: Physics Clock, a JavaScript rewrite of an old high school project2 people · 4 points · first shared 2016 · discussion on HN
- 6Histogram-Preserving Texture Tiling2 people · 3 points · first shared 2019 · discussion on HN
- 7Resources2 people · first shared 2017
- 8Bbw2 people · first shared 2016
- 9GPU Fluid1 people · 532 points · first shared 2018 · 79 comments on HN
- 10Rendering a Buddhabrot at 4K and Other Bad Ideas1 people · 184 points · first shared 2016 · 19 comments on HN
- 11Reverse engineering a malicious scam script1 people · 1 points · first shared 2017 · discussion on HN
- 12Index1 people · first shared 2017
- 13Vorton fluid1 people · first shared 2018
- 14Portfolio1 people · first shared 2016
What HN people wrote when they linked it
sllabres · 2017-03-31
There is a excellent animation of the Buddabrot from Benedikt Bitterli at [1] and a description what he has done to produce it at [2].
[1] https://www.youtube.com/watch?v=zxIcydL7wwY
[2] https://benedikt-bitterli.me/buddhabrot/index.html
irabonus · 2017-02-08
There's also https://benedikt-bitterli.me/tantalum/tantalum.html and a great writeup on how it's done: https://benedikt-bitterli.me/tantalum/
huuu · 2016-03-02
Very cool (note that you can place the light and drag it's direction)!
One thing I noticed is that this visualizes how dangerous laser light can be.
A lot of DIY projects these days use lasers (SLA printers, Laser cutters). You can't warn people enough about the risks when working with lasers.
This app shows how laser light bounces around in ways you don't expect.
Edit: and ofcourse the rest of his portfolio is great: https://benedikt-bitterli.me/portfolio.html
sp332 · 2015-11-10
There's no reason to limit the web to static pages. How would you do this with a static page https://benedikt-bitterli.me/tantalum/tantalum.html ? Or http://www.nytimes.com/interactive/2015/05/03/upshot/the-best-and-wors… Or https://play.freeciv.org/ Or anything on this page http://www.kongregate.com/ or, you know, Facebook or Twitter or Google Maps/Books/Docs/Photos...?
dr_zoidberg · 2020-05-14
Well I never formalized it in library or code that has survived to this day. But in a general sense, what you do is load your images as raw as you're comfortable working with them, and then define a pipeline that can:
* Stack or integrate: this means turning 100 high-noise images into a single, low noise image. To do that, you need:
* Registration or alignment: this is simply making sure that the stars are placed consistently on the same (x, y) location so that when you stack you don't get trails or blurring. High quality registration can go as far as sharpening your end result if you manage sub-pixel alignment (or you can strecth for super-resolution).
* Post-processing: it can be anything from removing light pollution (important if you're shooting from within a city), remove gradients (airglow, or residual light pollution even if you are far away from a city), sharpening (Lucy-Richardson deconvolution is king here using gaussian kernels, but if you can aproximate a Point Spread Function -or PSF for short- you can get even better results), color correction, high dynamic range processing. Of course, this is an un-ending place.
PixInsight is a great tool, I won't deny that. But I had a great joy in learning how to program this things, and to me it's a lot more interesting researching how to do something, learning it and programming it, rather than having it done by somebody else, clicking a button and moving away.
Luckily for both you and I, Bennedict Bitterli has…
6yyyyyy · 2024-02-09
Reminds me of this:
https://benedikt-bitterli.me/tantalum/tantalum.html
nshm · 2022-06-25
I don't know of easy to use software for this, but algorithms are there like in https://benedikt-bitterli.me/astro/
pixelbro · 2022-05-29
Was it Tantalum, by any chance? https://benedikt-bitterli.me/tantalum/
adamredwoods · 2022-02-24
The secret life of photons, 2D ray-tracing through lenses playground:
https://benedikt-bitterli.me/tantalum/tantalum.html
a_e_k · 2020-11-22
> My guess is that it is just showing a standardized raytracing scene from a public research dataset used to compare raytracers.
It is a pretty common test scene, and one I've used myself. It originally comes from https://blendswap.com/blend/13552, and there are versions of it adapted into a test scene at https://benedikt-bitterli.me/resources/ and https://casual-effects.com/data/.
tehsauce · 2018-01-10
His 3D fluid simulation and renderer is even more beautiful!
https://benedikt-bitterli.me/vorton-fluid.html
santaclaus · 2017-02-04
Tungsten is from one of Wenzel Jakob's former students, I think. He maintains a pretty cool set of models: https://benedikt-bitterli.me/resources/
Razengan · 2016-05-21
The fluid simulations, like [1], could and should enable so many cool games.
I can't wait to see a revival of Lemmings, or Worms, with this kind of physics.
[1] https://benedikt-bitterli.me/bbw.html
brudgers · 2015-11-12
Description and link to source: https://benedikt-bitterli.me/tantalum/