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
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
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
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.
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
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
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.
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!
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
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”
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