Below are some examples of complex volumetric materials. Multiple materials can be interpolated based on a distance to another object, which may be another object visible in the scene, or one purely used by the material. In addition to the diffuse colour, blended materials may have different values for other properties like roughness, shininess and […]
Author Archives: Andrew Caudwell
Light and Shadow
Some recent images generated with my in development Signed Distance Function editor: The renderer supports such features as: Compositing of multiple SDF-based objects in the same scene, including casting shadows between objects Deferred rendering with physically based lighting Multiple materials per SDF Dynamic bounding volume computation for minimal over draw Optional per light occlusion based […]
Signed Waves
Some experiments on the theme of waves I did last year. The idea with the first two images was to have the tubes in the background be displaced and twisted by the foreground object creating this wavy lines effect: Below, an attempt to create fake ocean waves with by creating a sine wave from the […]
Fractal Pottery
Below are some renders of pottery with KIFS fractal patterns I made a while ago with my in development SDF editing software. These were made to explore ways of projecting fractal patterns onto other objects and also the potential applications for 3D printing. Here are few examples of the quality of the editors mesh generation […]
Looping Fractal Zooms
This concept came from seeing a perfectly looping animated GIF of a zoom into 2D fractal. While the animation really looped every few seconds, the self similarity of the fractal and the lack of an noticeable cuts produced the illusion that the zoom was going on forever. This made me think about how I could […]
More Alien Vistas
Today I played around with a technique for combining different distance functions. It proved quite an effective way of producing interesting planet-like objects, among other things. Here are a few variations I encountered through experimentation: The middle panel looks like it would make a nice piece of album cover art.
Inventing On Principle Applied to Shader Editing
Recently I have been playing around with GLSL Sanbox (github), a what-you-see-is-what-you-get shader editor that runs in any WebGL capable browser (such as Firefox, Chrome and Safari). It gives you a transparent editor pane in the foreground and the resulting compiled fragment shader rendered behind it. Code is recompiled dynamically as the code changes. The […]
Remixing Distance Fields
Last year I got fairly obsessed with distance field raycasting and fractals. Recently a few developments in that field have rekindled my interest in the whole phenomenon. Most of the people playing around with the Mandelbulb and it’s variants back in early 2010 were either mathematicians or graphics programmers, and while there were some technically […]
Show Your True Colours
This last week saw the release of fairly significant update to Gource – replacing the out dated, 3DFX-era rendering code, with something a bit more modern, utilizing more recent OpenGL features like GLSL pixel shaders and VBOs. A lot of the improvements are under the hood, but the first thing you’ll probably notice is the […]
New Zealand Open Source Awards
I discovered today that Gource is a finalist in the Contributor category for the NZOSA awards. Exciting stuff! A full list of nominations is here. I’m currently taking a working holiday to make some progress on a short film presentation of Gource for the Onward!. Update: here’s the video presented at Onward!: Craig Anslow presented […]