👾 Computer Graphics YouTuber (25k+)
❤️ Shaders, Anime, Gaming, Running
Nice to have the option to use the priority queue data structure which gives O(N log k) complexity.
When I practiced DSA in JS (previously), I'd usually merge two lists at a time, since JS doesn't have a built-in heap.
Nice to have the option to use the priority queue data structure which gives O(N log k) complexity.
When I practiced DSA in JS (previously), I'd usually merge two lists at a time, since JS doesn't have a built-in heap.
Ray Marching Mouse Interaction (part 1)
Ray Marching Mouse Interaction (part 1)
Ray Marching Procedural Terrain (part 4)
Ray Marching Procedural Terrain (part 4)
Ray Marching Procedural Terrain (part 3)
Ray Marching Procedural Terrain (part 3)
Procedural Terrain (part 2)
Ray marched a procedural terrain using value noise. This time, I removed the sphere SDF, colorized the terrain based on its normals, and added specular lighting.
Procedural Terrain (part 2)
Ray marched a procedural terrain using value noise. This time, I removed the sphere SDF, colorized the terrain based on its normals, and added specular lighting.
Procedural Terrain (part 1)
I ray marched a procedural terrain using value noise. Decided to add distance fog, color grading, and a toon shader to give the scene some contrast.
Procedural Terrain (part 1)
I ray marched a procedural terrain using value noise. Decided to add distance fog, color grading, and a toon shader to give the scene some contrast.
Ray Marching Determinant Space Distortion
I finally figured out what a determinant represented (geometrically) thanks to 3B1B. Wanted to visualize it in a shader but couldn’t fix all the artifacts. May come back to this later. Here's a working demo for now.
Ray Marching Determinant Space Distortion
I finally figured out what a determinant represented (geometrically) thanks to 3B1B. Wanted to visualize it in a shader but couldn’t fix all the artifacts. May come back to this later. Here's a working demo for now.
Ray Marching Distance Fog
Spent some time learning more about distance fog this week. Without it, we see weird artifacts like the distortion on the checkerboard plane.
Ray Marching Distance Fog
Spent some time learning more about distance fog this week. Without it, we see weird artifacts like the distortion on the checkerboard plane.
Ray Marching Shadows with Post Processing Effects (part 4)
Since I've come this far already, figured I might as well learn how to compute the shadow of the triangle analytically using ray-plane intersection tests.
Ray Marching Shadows with Post Processing Effects (part 4)
Since I've come this far already, figured I might as well learn how to compute the shadow of the triangle analytically using ray-plane intersection tests.
Ray Marching Shadows (part 3)
Realized the shadows looked off in the previous demo because I used directional lighting. Swapped in a point light, but now I see more graphics artifacts because the rays are hitting the wireframe and light sphere.
Ray Marching Shadows (part 3)
Realized the shadows looked off in the previous demo because I used directional lighting. Swapped in a point light, but now I see more graphics artifacts because the rays are hitting the wireframe and light sphere.
Ray Marching Shadows with Post Processing Effects (part 2)
I've been enjoying re-learning linear algebra. This is my first attempt at recreating a scene from the Immersive Math book.
Ray Marching Shadows with Post Processing Effects (part 2)
I've been enjoying re-learning linear algebra. This is my first attempt at recreating a scene from the Immersive Math book.
Ray Marching Shadows with Post Processing Effects
Ray Marching Shadows with Post Processing Effects
Simple Ray Marched Scene with Post Processing Effects
Simple Ray Marched Scene with Post Processing Effects
Post-Processing Shadow of the Colossus
Post-Processing Shadow of the Colossus
4 Types of Layered Voronoi (Cellular) Noise
4 Types of Layered Voronoi (Cellular) Noise
Here's what it looks like when I run the Sobel (edge detection) filter on Voronoi (cellular) noise.
Here's what it looks like when I run the Sobel (edge detection) filter on Voronoi (cellular) noise.
Here's a demo with vignette, film grain, and pixelation enabled.
Here's a demo with vignette, film grain, and pixelation enabled.
I finally figured out how to smoothly transition between grayscale, classic, Manhattan distance, Worley, and multi-layered Worley noise! Learning C++ and SFML to build this shader engine has been pretty fun too.
I finally figured out how to smoothly transition between grayscale, classic, Manhattan distance, Worley, and multi-layered Worley noise! Learning C++ and SFML to build this shader engine has been pretty fun too.