#hilbertcurve

2025-06-22

Command-and-control IPv4 map, 2025-06-09 to 2025-06-22 #HilbertCurve
abjuri5t.github.io/SarlackLab/

38.128.0[.]0/9
43.136.0[.]0/13
124.220.0[.]0/14
1.94.0[.]0/15
47.92.0[.]0/14
39.104.0[.]0/14
111.229.0[.]0/16
101.42.0[.]0/15
106.52.0[.]0/14
47.100.0[.]0/14

2025-06-22
2025-05-23

Command-and-control IPv4 map, 2025-05-10 to 2025-05-23 #HilbertCurve
abjuri5t.github.io/SarlackLab/

38.128.0[.]0/9
124.220.0[.]0/14
43.136.0[.]0/13
1.94.0[.]0/15
196.251.116[.]0/23
176.65.140[.]0/23
47.92.0[.]0/14
39.104.0[.]0/14
196.251.84[.]0/22
176.65.142[.]0/24

2025-05-23
2025-05-10

The previous demo made me dig deeper into dithering algorithms. It's something I should have done years ago, as I've been using simple random dithering now and then, and I hadn't even thought of gamma correction. One algorithm in particular caught my eye: Riemersma dithering, which uses the Hilbert curve. Compared to the usual matrices for error diffusion, the curve approach seemed easier to implement in some ways, as it has fewer edge issues.

More interestingly, it struck a chord with my earlier experiments with space-filling curves in image processing. So it was a kind of familiar territory, but it also seemed esoteric enough that I could imagine making some new discoveries. For example, play with other plane-filling curves besides the Hilbert.

The first image uses the boustrophedon curve, which makes the vertical wave patterns I recall from a number of non-dithering demos. The second curve is what I call the diagstrophedon, a diagonal zig-zag starting from the top left corner, and I think its wavy artefacts make a nice match for Venus's hair.

Then in image 3 we have Hilbert, which doesn't seem to make any particular artefacts, and I guess that's a good thing for dithering. Finally 4 uses the Peano curve, which makes some fun wiggles in light areas.

#dithering #riemersmadithering #stippling #halftoneart #raster #pixelart #hilbertcurve #peanocurve #planefillingcurve #spacefillingcurve #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati

2025-04-27

How it was supposed to look like in the first place: rounded with Bezier curves.

I've used Bezier curves and Hermite splines quite a lot to smooth out progressions of discrete points, such as Hamiltonian circuits. The challenge with this Hilbert curve is that there are tens of thousands of points, so drawing a nice OpenGL shape for each edge gets rather slow. Of course, this isn't a deal breaker for still images, but I like making my code efficient.

I've now constructed the Bezier curves in geometry shaders. I've used those for some time to draw simpler shapes more efficiently, such as line segments with rounded ends; the idea is to do more work on the GPU, while moving as little data as possible there. These line segments only need the endpoint coordinates, as well as thickness and colour. The curves seemed more challenging due to the number of parameters, but in the end there weren't really any issues.

#beziercurve #hilbertcurve #planefillingcurve #spacefillingcurve #lineart #linedrawing #singlelinedrawing #pythoncode #opengl #geometryshader #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati

2025-04-26

The recent stipplings and partitionings reminded me of this demo from about 2 years ago. In short, it's a Hilbert curve where the iteration level varies by the colour value. I wanted to make some small changes, but I ended up rewriting it completely. The shader approach seemed needlessly heavy and redundant for something that works more naturally on a CPU. But mostly it was just a fun exercise in looking at the same problem from a different angle.

The first picture shows the original idea. With the new idea, I wanted to get rid of the slanted lines; the result doesn't feel any better to me, but I guess it's interesting in its own way.

#hilbertcurve #planefillingcurve #spacefillingcurve #lineart #linedrawing #singlelinedrawing #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati

2025-04-06

If anyone wants to make a Half-square Hilbert I made a toy to play with patterns. (fixed a bug from the first go)

I need fabric - so I plan to start maybe later this week.

codepen.io/fractalkitty/live/p

#codepen #p5js #quilting #hilbertCurve #fiberArt #quilts #mathart

Hilbert curve made from half-square triangles in blue and white. This one looks like there are rectangles with diamonds centered and framed in them.Hilbert curve made from half-square triangles in blue and white. This one looks like tiles that are shaped like a rectangle fused with a centered diamond.Hilbert curve made from half-square triangles in blue and white. This one looks a little zig-baggy with diamonds framed in blue throughout.Hilbert curve made from half-square triangles in blue and white. This one looks like there arrow controls for up, down, and then there's for left-right made with a long blue rectangle and white triangles pointing outward at the ends.
2025-02-20

Command-and-control IPv4 map, 2025-02-07 to 2025-02-20 #HilbertCurve
abjuri5t.github.io/SarlackLab/

104.21.0[.]0/17
172.67.0[.]0/16
217.30.160[.]0/20
95.216.0[.]0/15
13.60.0[.]0/15
121.40.0[.]0/15
69.67.151[.]0/24
147.185.221[.]0/24
3.80.0[.]0/12
13.208.0[.]0/13

2025-02-20
2025-02-08

Command-and-control IPv4 map, 2025-01-26 to 2025-02-08 #HilbertCurve
abjuri5t.github.io/SarlackLab/

3.64.0[.]0/12
38.128.0[.]0/9
124.220.0[.]0/14
195.177.95[.]0/24
216.24.212[.]0/24
147.185.221[.]0/24
3.128.0[.]0/11
13.60.0[.]0/15
92.119.36[.]0/24
94.156.166[.]0/23

2025-02-08
2024-12-28

Command-and-control IPv4 map, 2024-12-15 to 2024-12-28 #HilbertCurve
abjuri5t.github.io/SarlackLab/

124.220.0[.]0/14
101.42.0[.]0/15
1.94.0[.]0/15
47.96.0[.]0/13
47.92.0[.]0/14
121.40.0[.]0/15
101.200.0[.]0/15
111.229.0[.]0/16
43.136.0[.]0/13
113.45.128[.]0/17

2024-12-28
nnenovnnenov
2024-12-13

Shadow pattern test, thinking about enclosures, this crude test inspired me with a bunch of ideas

nnenovnnenov
2024-10-29

slice through the different orders

a 3D diagonal slice through stacked extruded hilbert curves of different orders, revealing a satisfying structure cross section
nnenovnnenov
2024-10-27

I'm doing this Coding Train tutorial on a hilbert curve today, but trying to do it in houdini thecodingtrain.com/challenges/ , pretty good progress so far, bitshifting makes me a little uneasy though. I also watched the 3blue1brown video on space filling curves, so good. youtube.com/watch?v=3s7h2MHQtxc

a 2nd order hilbert curve but rendered incorrectly with overlapping lines
2024-09-09

Command-and-control IPv4 map, 2024-08-27 to 2024-09-09 #HilbertCurve
abjuri5t.github.io/SarlackLab/

124.220.0[.]0/14
47.96.0[.]0/13
101.42.0[.]0/15
154.216.16[.]0/22
106.14.0[.]0/15
39.104.0[.]0/14
111.229.0[.]0/16
43.136.0[.]0/13
223.144.0[.]0/12
47.120.0[.]0/15

2024-09-09
2024-06-21

Command-and-control IPv4 map, 2024-06-08 to 2024-06-21 #HilbertCurve
abjuri5t.github.io/SarlackLab/

124.220.0[.]0/14
194.67.193[.]0/24
156.242.32[.]0/19
106.52.0[.]0/14
101.42.0[.]0/15
77.91.76[.]0/23
94.156.64[.]0/21
111.230.0[.]0/16
101.34.0[.]0/15
3.120.0[.]0/13

2024-06-21
2024-06-01

Command-and-control IPv4 map, 2024-05-19 to 2024-06-01 #HilbertCurve
abjuri5t.github.io/SarlackLab/

38.207.120[.]0/21
124.220.0[.]0/14
106.52.0[.]0/14
101.42.0[.]0/15
91.92.240[.]0/20
3.120.0[.]0/13
5.42.96[.]0/24
111.230.0[.]0/16
3.64.0[.]0/12
94.156.64[.]0/21

2024-06-01
2024-02-10

Command-and-control IPv4 map, 2024-01-28 to 2024-02-10 #HilbertCurve
abjuri5t.github.io/SarlackLab/

62.72.185[.]0/24
204.76.203[.]0/24
193.233.132[.]0/24
5.181.80[.]0/24
93.123.39[.]0/24
103.86.130[.]0/23
45.15.156[.]0/24
185.172.128[.]0/24
185.216.70[.]0/24

2024-02-10
2023-12-26

Command-and-control IPv4 map, 2023-12-13 to 2023-12-26 #HilbertCurve
abjuri5t.github.io/SarlackLab/

156.234.211[.]224/27
163.5.64[.]0/24
109.123.227[.]0/24
185.172.128[.]0/24
213.109.202[.]128/25
193.233.132[.]0/24
147.78.47[.]0/24
194.33.191[.]0/24
195.20.16[.]0/24

2023-12-26
2023-12-12

Command-and-control IPv4 map, 2023-11-29 to 2023-12-12 #HilbertCurve
abjuri5t.github.io/SarlackLab/

143.92.58[.]96/29
85.209.176[.]0/24
163.5.64[.]0/24
154.204.24[.]192/26
147.50.253[.]32/27
194.33.191[.]0/24
95.214.26[.]0/24
193.233.132[.]0/24
185.65.105[.]0/24

2023-12-12
2023-12-08

Command-and-control IPv4 map, 2023-11-25 to 2023-12-08 #HilbertCurve
abjuri5t.github.io/SarlackLab/

85.209.176[.]0/24
143.92.60[.]64/28
163.5.64[.]0/24
154.204.24[.]192/26
194.49.94[.]0/24
120.233.114[.]0/23
95.214.26[.]0/24
194.33.191[.]0/24
185.65.105[.]0/24

2023-12-08
2023-11-16

Command-and-control IPv4 map, 2023-11-03 to 2023-11-16 #HilbertCurve
abjuri5t.github.io/SarlackLab/

194.49.94[.]0/24
194.169.175[.]0/24
185.216.70[.]0/24
91.103.252[.]0/24
147.50.253[.]64/26
94.142.138[.]0/24
45.15.156[.]0/24
95.181.173[.]0/24
194.147.140[.]0/24

2023-11-16

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst