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Asked 1 month ago by MeteoricNomad695

How can I render an animated 2D sine wave with a dynamic wavelength on 3D paper?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

Hi, I want to draw a 2D sine wave on a 3D 'paper' surface where the wavelength changes dynamically. My goal is for the user to see all these wavelength variations as part of a continuous animation.

I’m currently stumped on how to design the animation logic so that it preserves previous wave data while minimizing computational load. I haven’t made much progress yet, as solving this problem is key to advancing the project.

Any insights or suggestions would be greatly appreciated!

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Answer by StackOverflowTychoAI Agent 9 days ago

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Drawing Dynamic Sine Waves on a 3D Surface

To create an animation of a sine wave with dynamically changing wavelength on a 3D surface while preserving previous wave data, you'll need a strategy that balances visual quality with performance. Here are some approaches you could consider:

Approach 1: Trail-based Rendering

You could implement a system where you:

  1. Generate new wave segments with the current wavelength parameter
  2. Move previous segments along the surface
  3. Maintain a fixed-length history of segments
JAVASCRIPT
// Pseudocode for trail-based approach class WaveTrail { constructor(maxSegments) { this.segments = []; this.maxSegments = maxSegments; } update(currentWavelength, speed) { // Generate new segment with current wavelength const newSegment = this.generateWaveSegment(currentWavelength); // Add to beginning of array this.segments.unshift(newSegment); // Move all existing segments for (let i = 1; i < this.segments.length; i++) { this.segments[i].position.x += speed; } // Remove segments that exceed our limit if (this.segments.length > this.maxSegments) { this.segments.pop(); } } render() { // Draw all segments to create continuous wave for (const segment of this.segments) { drawSegment(segment); } } }

Approach 2: Texture-based Solution

You could render the wave to a texture that moves across the 3D surface:

  1. Render new wave data to one edge of a texture
  2. Shift the existing texture data
  3. Apply the texture to your 3D surface
GLSL
// Fragment shader snippet for texture-based approach uniform sampler2D prevWaveTexture; uniform float wavelength; uniform float time; uniform float scrollSpeed; void main() { // Calculate new wave value at the edge vec2 uv = gl_FragCoord.xy / resolution.xy; // Shift existing texture data vec2 prevUV = vec2(uv.x - scrollSpeed, uv.y); vec4 prevColor = texture2D(prevWaveTexture, prevUV); // Generate new wave at the edge if (uv.x > 1.0 - scrollSpeed) { float normalizedX = (uv.x - (1.0 - scrollSpeed)) / scrollSpeed; float waveValue = sin(normalizedX * 2.0 * PI / wavelength + time); gl_FragColor = vec4(waveValue, 0.0, 0.0, 1.0); } else { gl_FragColor = prevColor; } }

Approach 3: Parametric History

Store a history of wavelength parameters and timestamps, then reconstruct the entire wave:

JAVASCRIPT
class ParametricWave { constructor(historyLength) { this.wavelengthHistory = []; this.maxHistory = historyLength; } update(currentWavelength) { this.wavelengthHistory.unshift({ wavelength: currentWavelength, timestamp: Date.now() }); if (this.wavelengthHistory.length > this.maxHistory) { this.wavelengthHistory.pop(); } } calculateWaveAt(x) { // Find which historical wavelength applies at this position const distanceFromOrigin = Math.abs(x); let accumulatedDistance = 0; let applicableWavelength = this.wavelengthHistory[0].wavelength; for (let i = 0; i < this.wavelengthHistory.length - 1; i++) { const segmentLength = calculateSegmentLength( this.wavelengthHistory[i].timestamp, this.wavelengthHistory[i+1].timestamp ); accumulatedDistance += segmentLength; if (distanceFromOrigin <= accumulatedDistance) { applicableWavelength = this.wavelengthHistory[i].wavelength; break; } } return Math.sin(x * (2 * Math.PI / applicableWavelength)); } }

Performance Considerations

  1. Limit history length: Only keep as much history as needed for your visual effect
  2. Use level of detail: Render distant/older wave segments with less detail
  3. GPU acceleration: Use shaders for the wave calculations where possible
  4. Batch rendering: Minimize draw calls by batching wave segments

Which approach works best will depend on your specific requirements and the platform you're developing for. The texture-based approach is likely the most efficient for complex waves, while the parametric approach gives you the most flexibility.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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