Blog
Notes on rendering, graphics experiments, and the occasional tangent.
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Procedurally Generating Voxel Worlds using Wave Function Collapse
Patterns, Constraints, and Bitmasks
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Recreating the water physics from Mario Kart World
Compute Shaders, FFTs and Physics
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Ray-Marched Voxel Simulation
Cellucular Automata, Voxel Bricks, and Player Interactivity
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Ray Marching Fractals that move to Music
Ray Marching, Fractals and Signal Processing
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Destructible Large-Scale Voxel Planets using Surface Nets
Octrees, Signed Distance Fields, and Surface nets all over again!
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Path Tracing
Rays, BRDFs and Noise!
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Training Evolutionary Agents
Evolution, Neural Networks and Simulations
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Simulating Digital Evolution
Evolution, Genetics and Distributions
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Simulating Forest Fires
VFX using Textures, Geometric Data Processing and Billboards
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Population of a Large-Scale Terrain
Octrees, Sampling Methods and Lots of Objects
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Real-Time Zelda inspired Isoline Map
Depth Rendering and Post Processing
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Large-Scale Smooth Voxel Terrain
Octrees, Signed Distance Fields, and Surface nets
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University Projects
A diverse selection of (primarily) Computer Graphics projects.