## Simple ray-marching reflection

In this post, we are going to cover the code to make reflect in ray marching. Reflections in rastertization are normally handled by a bunch of different tricks, including multiple draw-calls, in this article, I will foccus on a ray marcher, using only two triangles and a pixel shader. Let’s

## Messing around and getting started with SM64 Technical Runtime Observer and Object Processor

In this article we will cover on to get started with the basic tools for making TAS in SM64

## Le Printemps le plus long – Alec Castonguay

Dans le cadre de ma lecture du livre: Le Printemps le Plus Long, j’ai décidé de tester un nouveau microphone et une nouvelle carte de son en lisant quelques chapitres de ce livre. Chapitre 5 Chapitre 6 Chapitre 7 Chapitre 8

## DSP and discretization of a single sinewave

When writting DSP, we need to wrap our head around this simple thing: There is no such thing as none-discrete signals when we use computers. We need to provide a framework in wich to works to allow a discretization of signal. We work in discrete domain, wich is easier to

## C++ Procedural Mesh in Unreal Engine.

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

## 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

## 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

## 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

## 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

## 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.),