al-ro
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al-ro.bsky.social
al-ro
@al-ro.bsky.social
Computer graphics & other mistakes

https://al-ro.github.io

www.shadertoy.com/user/alro
Reposted by al-ro
Amazing add-on for Blender.
Geometry Node based cloud creator.
There is a free version, but the price for the full version looks like a no-brainer.

www.youtube.com/watch?v=6_vw...
Perfect Procedural Clouds in Blender | Geometry Nodes Tutorial
YouTube video by adrien_ltn
www.youtube.com
August 2, 2025 at 5:11 PM
Reposted by al-ro
new physarum impl, moving sim parameters onto the agents and giving them inertia
August 4, 2025 at 5:05 AM
Reposted by al-ro
"Fiber Optic"
vec3 p;for(float z,d,i;i++<7e1;z+=d,o+=.1*(cos(z+sin(p.z)+vec4(6,1,2,0))+1.2)/d/z)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t/.1,d=.01+.5*length(vec2(cos(atan(p.y,p.x)*5.+.2*p.z)+.5,length(p.xy+sin(p.z*.2+vec2(0,1)))-5.));o=tanh(o);
June 18, 2025 at 7:56 PM
Reposted by al-ro
Back in the summer of 2023, after my cat died, I spent 2 weeks building a particle physics animation engine in Blender Geometry Nodes, entirely on intuition. I also built a system to record animations as curves so they can be played back dynamically.
#Blender #Programming #memoir
June 19, 2025 at 5:11 AM
Reposted by al-ro
Tomorrow Evening logo in #GLSL
June 13, 2025 at 10:38 PM
Reposted by al-ro
Palettes make a difference #glsl #shaders all this math just for a hover state 😅 very meticulous about my portfolio update, it’s a doozy 🤩
June 19, 2025 at 6:43 AM
Reposted by al-ro
Working on a new wrinkle system : )
#shader #glsl #raymarching
June 19, 2025 at 1:29 PM
Reposted by al-ro
"Accretion"
for(float z,d,i;i++<2e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y/.2,p.x)*2.,p.z/3.,length(p.xy)-5.-z*.2);for(d=1.;d<7.;d++)p+=sin(p.yzx*d+t+.3*i)/d;z+=d=length(vec4(.4*cos(p)-.4,p.z));o+=(cos(p.x+i*.4+z+vec4(6,1,2,0))+1.)/d;}o=tanh(o*o/4e2);
June 22, 2025 at 8:31 PM
Reposted by al-ro
been working on this rust/wgpu gaussian blue noise implementation 🔵🫐👀

check out the original paper by Abdalla G.M. Ahmed and friends: dl.acm.org/doi/10.1145/...
June 21, 2025 at 12:24 AM
Reposted by al-ro
When it doesn't work, it's late, and you're not at 100%.
June 21, 2025 at 4:42 PM
Reposted by al-ro
I’ve been building a basic raytracer in C++ and CUDA. It uses OpenGL-CUDA interop for real-time visual feedback. No CPU transfers, all on the GPU. Progressive rendering makes a big difference.

Check it out: github.com/RobinLmn/cuda-raytracer

#cuda #raytracing #cpp #graphics #rendering
June 22, 2025 at 9:53 PM
Reposted by al-ro
I’m working on improving the aiming and casting mechanics.
Trying to make it feel smoother and more intuitive. 🎣

#gamedev #indiegamedev #unity3d
June 16, 2025 at 12:34 PM
Reposted by al-ro
June 14, 2025 at 2:32 AM
Reposted by al-ro
Halvorsen attractor in Sponza.
#metalrt #rendering
June 14, 2025 at 2:19 AM
Reposted by al-ro
Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
June 11, 2025 at 12:58 AM
Reposted by al-ro
Do you like voxels and implicits' representations and wish you could animate them in real-time?
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
June 3, 2025 at 5:52 PM
Reposted by al-ro
I wish everything could have refraction - new shader on #shadertoy 💻 #glsl #webgl #truchet #generative #tile

www.shadertoy.com/view/t3SSzW
April 29, 2025 at 12:18 AM
Reposted by al-ro
June 7, 2025 at 7:35 PM
Reposted by al-ro
Finally, polished the shadow quality and added fake bounce lighting.
www.shadertoy.com/view/tccXDH
#glsl #raymarching #shadertoy
June 5, 2025 at 3:21 PM
Reposted by al-ro
February 22, 2025 at 10:36 AM
Reposted by al-ro
February 9, 2025 at 10:32 AM
Reposted by al-ro
TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...
January 16, 2025 at 1:27 PM
Reposted by al-ro
So... instead of doing anything useful today... I made Blender VSE timeline run Doom. www.youtube.com/watch?v=Y2iD...
Doom running in Blender Video Sequence Editor timeline
YouTube video by Aras Pranckevičius
www.youtube.com
January 16, 2025 at 1:30 PM