Video tutorials Setting-up the solution. Code tour. Register triangles from vertices. 2D simple circular shape. ProceduralMesh et C++ dans Unreal. J’ai eu a explorer les Procedural Mesh dans Unreal Engine sans passer par les blueprint, n’ayant pas trouvé de tutos en français qui couvrent le sujet, voici comment utiliser cet outil Continue Reading
Weekly podcast review 04-12-2020
Chaque semaine, je vous présente un overview de ce qui s’est déroulé dans le podcasting. Coup de coeur, découverte, must see, en rafale etc… Coup de coeur de la semaine Manolis Kellis x Lex Fridman Sans équivoque l’un des meilleurs sinon le meilleur podcast sur la planète, Lex Fridman recoit Continue Reading
Weekly podcast review 27-11-2020
J’ai décidé de me lancer dans un nouveau feature sur mon app! Chaque semaine je vous partage les podcasts musicaux, entrevues, documentaires qui ont retenus mon attentions! Et c’est partie pour une première semaine! Highlight de la semaine Benji B sur the Telekom Electronic Beats Podcast “Algorithms look at BPM Continue Reading
Swimming is the only valuable sport. Sport is broken.
Swimming is Holy Grail of all sports, when it comes to fine-tune everything to gain few seconds on every lanes. All team sports are not like swimming, if you need to relay on someone else to fine tune your body machine, it explains a lot. Crazy how we give importance Continue Reading
Interview with Inigo Quilez – From Pixar, Occulus VR Founder of Shadertoy and Quill.
Inigo Quilez is the founder of Shadertoy and one of the most influential human on this planet when it comes to procedural generation and rendering techniques. In this discussion we go over Pixar, general rendering ideas, mathematics, the history of Shadertoy and so on. To be honest, this was a Continue Reading
The history of the world famous Utah Teapot and Martin Newell!
We love shaders, we love maths and we love coffee, but why the hell did the Utah Teapot became the Utah Teapot as a standard in renderer? But what is a renderer? (computer graphics) A software or hardware process that generates a visual image from a model. Looking at the official source of common Wikipedia, we have this very Continue Reading
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 about the general idea on how some music transcend generational concepts and make itself as relevant with time passing by. I won’t lie and pretending I am an hardcore fan Continue Reading
How to make lighting in Ray-Marching. Implementing a Lambertian model.
Been a while since I wrote an article on lighting and ray-marching, so I decided to write one on how to set-up a basic Lambertian light algorithms. All the code and the final shader are available on my ShaderToy page, anyways, let’s dive in. We will use Ray-Marching using 2 Continue Reading
Ray Marching Cheat-Sheet
This assume you already have the algorithms implemented in a fragment shader. I will use GLSL, but one can easily just switch to HLSL for DX pipeline. Animation and movement Rotate a plane vec3 planeOrientation = vec3(0.0, 1.0, 0.0);float planeH = dot(pos, normalize(planeOrientation));float box = sdBox(pos + vec3(1., -1.5, 0.), Continue Reading
How to make a Simple Node Displacement in Blender.
When I use Blender for procedural stuff, I want it to be dead simple. No fucking reasons to go into deep rendering settings. As this statement follow this article, let’s take a simple look to how we displace this original shit we are dealing with in Blender. Let’s start with Continue Reading