H

Hugo Elias

freespace.virgin.net · Personal blog · on HN since 2009

Hugo Elias wrote a set of early web tutorials on computer graphics, covering Perlin noise, radiosity, water and cloth simulation.

What HN saysHN commenters cite his pages as still-relevant explanations of Perlin noise and simple water simulation, and recall them fondly from the flipcode era.
17HN people shared it
11linked it in comments
6stories submitted
116story points
9 years agolast shared
2009people per year2026

Most-shared posts

  1. 1
    Perlin Noise
    6 people · 110 points · first shared 2009 · 16 comments on HN
  2. 2
    X water
    3 people · first shared 2011
  3. 3
    Carver Mead On Quantum Mechanics
    2 people · 2 points · first shared 2010 · discussion on HN
  4. 4
    The Lazy Man's Guide to Enlightenment
    2 people · 1 points · first shared 2012 · discussion on HN
  5. 5
    Global Illumination with Radiosity
    1 people · 3 points · first shared 2011 · discussion on HN
  6. 6
    Beagle.jpg
    1 people · first shared 2015
  7. 7
    X motion
    1 people · first shared 2011
  8. 8
    M cloth
    1 people · first shared 2018
  9. 9
    Hugo.elias
    1 people · first shared 2012

What HN people wrote when they linked it

malkia · 2012-08-23
Good stuff! I loved flipcode back in the days... For old time's sake, there is also the wonderful page of Hugo Elias - http://freespace.virgin.net/hugo.elias/ - still relevant...
Cthulhu_ · 2015-01-16
They did actually, the thing was designed to drop on a random angle and bounce around for a while on airbags until it came to a full stop, before said airbags would deflate and it would self-right itself by opening up. Here's an image with it having landed on an uneven surface: http://freespace.virgin.net/michael.jennings1/beagle.jpg
constexpr · 2015-01-11
Nope, it's much simpler than that. It's just a grid of vertical positions and each frame every cell moves toward the average position of the neighbors from the previous frame. See http://freespace.virgin.net/hugo.elias/graphics/x_water.htm for details.
ricree · 2014-05-08
That's more or less the idea behind Perlin noise. Start with a low frequency high amplitude smooth function, then sum it together while increasing the frequency and decreasing the amplitude. See here for more: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
bionsuba · 2013-02-10
Here is a good article showing how to implement perlin noise and its outputs: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm Also, *yeah.
boltenderus · 2012-07-02
yeah, read anything by robert anton wilson and alan watts check this out........ http://freespace.virgin.net/sarah.peter.nelson/lazyman/lazyman.html
arraypad · 2012-02-09
Certainly along similar lines ;) Sod's law, 10 minutes after posting I think I've found it, http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
AndrewMoffat · 2011-08-14
this is the algorithm that governs the surface waves. it's remarkably simple and well suited to the parallel computing that shaders can offer: http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
ehsanul · 2010-01-17
I found myself lost in the Carver Mead interview linked in the blog post instead: http://freespace.virgin.net/ch.thompson1/People/CarverMead.htm Pretty convincing for someone, such as myself, with almost no knowledge of quantum physics, and hence extremely confused as to the logic behind it all.
fgimenez · 2009-01-15
I haven't seen the app, but a really good fog/water maker is Perlin Noise: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm There is a faster implementation of it, as perlin noise is pretty expensive, that get's used a lot in game design. Hope that helps.
DonHopkins · 2018-03-21
From the code: https://krikienoid.github.io/flagwaver/js/flagwaver.js Aug 3 2012 Since I started working for a new startup not too long ago, I commute between home and work for over 2 hours a day. Although this means less time on three.js, I try getting a little coding on the train. This set of experiments started from a simple hook's law doodle, to spring simulation, string simulation, and I realized I once again stepped onto physics and particle simulation, this time, more specifically soft body physics. Based on the "Advanced Character Physics" article, this experiment attempts to use a "massless" cloth simulation model. It's somewhat similiar but simplier to most cloth simulations I found. This was coded out fairly quickly, so expect more to come meanwhile feel free to experiment yourself and share Cheers, Graphics Noob (aka @Blurspline, zz85) Suggested Readings: Advanced Character Physics by Thomas Jakobsen Character: http://web.archive.org/web/20070610223835/http:/www.teknikus.dk/tj/gdc… http://freespace.virgin.net/hugo.elias/models/m_cloth.htm http://en.wikipedia.org/wiki/Cloth_modeling http://cg.alexandra.dk/tag/spring-mass-system/ Real-time Cloth Animation: http://www.darwin3d.com/gamedev/articles/col0599.pdf

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