Nishi Shape Kernel

Frank feedback, taken to heart: until now every generated thing -- the anatomical being, the trees, the creatures -- was built from ellipsoids: smooth blobs, with no way to make a flat face, a sharp edge, or an arbitrary form. This adds the universal primitive that fixes that: the triangle. A real integer rasterizer -- transform → perspective project → barycentric fill with a z-buffer and flat per-face shading -- so we can build angular, faceted, arbitrary geometry. 100% integer, sovereign: no OpenGL, no GPU driver, no float. Our own rasterizer, from scratch.

triangle meshesflat faces + sharp edgesperspective + z-bufferinteger / sovereign
shape gallery: cube, tetrahedron, octahedron, pyramid, prism, icosahedron, sphere, low-poly figure
The primitive library (each a real triangle mesh)
Cube
6 flat faces, 12 triangles, 8 sharp corners
Tetrahedron
4 triangular faces -- the simplest solid
Octahedron
8 triangular faces
Square pyramid
4 sides + base, a sharp apex
Triangular prism
extruded triangle, flat rectangular sides
Icosahedron
20 faces, golden-ratio vertices
Sphere
a triangulated UV-sphere -- even round things are now real triangles, not an SDF blob
Low-poly figure
composed from boxes -- the angular counterpart to the anatomical being
… and the being is now a real mesh

The promised next step, done: the holistic being's signed-distance field is polygonized into a real triangle mesh (surface-nets, ~10,500 triangles), with per-vertex normals taken from the SDF gradient so it shades smooth. Left: the polygonizer proven on a sphere. Middle: the being meshed, flat-shaded (you can see the real facets). Right: the same mesh, smooth. This unifies our two representations -- implicit (SDF) and explicit (triangles) -- so the being is genuine geometry now, not ellipsoid blobs.

a sphere SDF and the holistic being, polygonized into real triangle meshes and rendered smooth
… with per-part materials (the anatomy, meshed)

And the being is holistic, so the mesh is too: each anatomical system is polygonized and every vertex is coloured by its nearest part -- a real multi-material triangle mesh. Left: the smooth skin mesh. Middle: the meshed skeleton (skull, rib hoops, spine, pelvis, femurs), ivory. Right: the meshed organs -- pink lungs, red heart and liver -- each their own colour. The whole holistic being is now genuine, coloured triangle geometry.

the being meshed with per-part materials: smooth skin, ivory skeleton, coloured organs
Why it matters

A z-buffer means depth -- not paint order -- decides what you see: a near mesh added first is not overwritten by a far mesh drawn later (gate-verified, exact). Flat per-face shading gives real facets an ellipsoid cannot; smooth (Gouraud) per-vertex normals give real curved surfaces. This is the foundation for mesh-based humans, hard-surface objects, CAD parts, and anything with a real edge. Where it sits and what is next is tracked live on the graphics foundation census.

← the holistic being (peel / parametric / pose)  .  the foundation census →