- Using a shader for surface detection.
- Any surface material using this shader colors pixels based on distance to object locations sent globally to the shader
- GPU does distance calculations
- CPU does additional neighbor avoidance
- object cameras with 10x10 resolution detect position of brightest spot and calculates yaw angle to surface
- objects use target and look points for smooth motion and to avoid position lock near surfaces
- shader math optimization
- limit of number of objects
- neighbor avoidance shown in yellow (future)
- surface mesh avoidance shown in red
- cyan is sensor switching states
- shader colors pixels based on minimum distance to objects
- cameras (10x10) detect changes in average colors between frames.
- bars show amount of change
- green bar shows sensor threshold
- percentage shows coverage
- works with transparent materials
- heavy lifting done by GPU
- avoidance fails when tangent to obstacles
- comparing spin vs look for sensor
- average color is compared to target color (blue)
- blue is created by shader when surface is near object
- display shows nearness to color target
- cyan shows when sensor is activated
- object turns around when sensor is activated
- camera and shader act as a proximity sensor
- sensor activates when the difference between average color of the object camera feed and target color is less than the color threshold
- sensor also
- follows contours
- goal: automatic adjustment of color threshold
- managing to stay inside borders
- Works with any shape (2D, at the moment)