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Antoine Fortin

rendering, sound, maths, arts and life

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A trip down the audio pipeline.

I always been a music head, it is one of the reason I am writting code, music is what keeps

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An introduction to procedural art generation

Hey you all, During last weekend, I was talking with a friend of mine about art procedural generation. He studies

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Why The Smiths played a key role in my life and how they still influence GenZ

The rain pouring down on the window of my 3rd floor window on a hot summer night, making me think

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By antoinefortin 1 March 20212 March 2022 Computer Graphics/Uncategorized

The Rendering Equation Dissection: Part 1.

In my, not very objective opinion, probably one of the most beautiful equations ever written in the field of CGI. The rendering equations is the key to a lot of questions when it comes to understand how lighting works in a 3D created rendering… This article is a general idea

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By antoinefortin 2 July 20222 July 2022 Uncategorized

ShaderToy FrameBuffer implementation

Sometimes, when writting pixel shader, you are facing this problem of wanting redraw on top on what has been driven from the last GPU drawcall. In short, let’s assume we have a simple sphere moving on the screen, and we want to move it without removing the result of the

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By antoinefortin 25 May 202225 May 2022 Uncategorized

Creative animation in the fragment shader

While dancing to one of my favorite dj last weekend, I was looking around some VFX projection that followed the music and got lost into thinking how they were build. They are many ways to create those kind of video-loops, but I will use what I love the most: 2

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By antoinefortin 21 April 202221 April 2022 Uncategorized

Smoothstep stuff.

I am back from a night with friends, a bit too much beer, but still wanted to resume some ideas I had in mind while riding back home. Smoothstep is a magic function we call everytime we want to blend from 0 to 1 with a none linear-interpolation driven blending.

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By antoinefortin 12 April 202212 April 2022 Softwares & Code/TopGlue

A trip down the audio pipeline.

I always been a music head, it is one of the reason I am writting code, music is what keeps me alive. There is nothing like a bad songs, but only the results of playing a wrong song in an appropriate moment. Well, I am actually writting a new article

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By antoinefortin 14 March 202221 March 2022 TopGlue

An introduction to procedural art generation

Hey you all, During last weekend, I was talking with a friend of mine about art procedural generation. He studies in art in University, and wanted to mess around with technologies to generate new cool art ideas. Far from being an artist myself, mostly working in the field of computer

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By antoinefortin 7 February 20228 February 2022 Uncategorized

Shader Breakdown – WtfForest

Description This is a shader I had in mind during a skiing session, I wanted to explore some ideas of create a lofi forest. I wanted to explore some concept of SDF and ray marching. This article is based on my freetime studying of ray-marching and the mathematics behind it.

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By antoinefortin 26 January 202226 January 2022 Uncategorized

Dreaming in the pixel shader: An Interview with Inigo Quilez

This is an interview I made with Inigo Quilez to learn more about ray-marching, the story of ShaderToy, and to know more on an inspiring human being. Antoine I think the best way to start the interview, is by letting you introduce yourself and talk about your work in rendering!

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By antoinefortin 26 November 202128 November 2021 Uncategorized

C++ cheatuts

This not a cheat sheet nor it is a tutorial, it’s a mixture of both, in a friendly way. It will review some concept of C++ without explaining them like if you would have never wrote any code. Please note that it’s also a reference where I put all my

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By antoinefortin 16 November 202116 November 2021 Uncategorized

RayMarching cheatsheet

Been a while since I haven’t really been doing some stuff in the pixel shader world, when swimming earlier tonight, I was thinking about making a kind of recap that could be used as a way to digest some of the concept. This is not a “how to ray march”

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By antoinefortin 10 November 202110 November 2021 Softwares & Code

HeightMap to NormalMap without derivatives operator!

In this article, we are going to cover how to turn a HeightMap into a normal map using a simple Pixel shader. So let’s assume you have a models that is rendered and you only have the height of the texture applied to this model… How would you actually produce

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By antoinefortin 2 July 20222 July 2022 Uncategorized

ShaderToy FrameBuffer implementation

Sometimes, when writting pixel shader, you are facing this problem of wanting redraw on top on what has been driven from the last GPU drawcall. In short, let’s assume we have a simple sphere moving on the screen, and we want to move it without removing the result of the

Continue Reading
Uncategorized

Creative animation in the fragment shader

Uncategorized

Smoothstep stuff.

Softwares & Code/TopGlue

A trip down the audio pipeline.

Antoine Fortin

rendering, sound, maths, arts and life

The Rendering Equation Dissection: Part 1.

ShaderToy FrameBuffer implementation

Creative animation in the fragment shader

Smoothstep stuff.

A trip down the audio pipeline.

An introduction to procedural art generation

Shader Breakdown – WtfForest

Dreaming in the pixel shader: An Interview with Inigo Quilez

C++ cheatuts