(Programmed in C++ with OpenGL 3).
Huw's Art Blog
Saturday 19 March 2016
3D Modelling Software
Here's the beginnings of my own 3D modelling (and eventually animation) software. The initial goal was to emulate Maya/Blender style camera controls, which uses the mouse and modifier keys.
(Programmed in C++ with OpenGL 3).
(Programmed in C++ with OpenGL 3).
GLSL Path Tracer
Here's some old graphics programming stuff.
This is a quick experiment to see if I could implement a path tracer as an interactive fragment shader. The lighting is physically based... except for my hacky PRNG making a rather noisy image. Hopefully you can still see some nice lighting effects though.
For reference, it should look a bit like this:
This is a quick experiment to see if I could implement a path tracer as an interactive fragment shader. The lighting is physically based... except for my hacky PRNG making a rather noisy image. Hopefully you can still see some nice lighting effects though.
For reference, it should look a bit like this:
Labels:
glsl,
path tracing
Mandelbox Fractal
Here's some old graphics programming stuff.
This is an interactive mandelbox fractal, implemented as a GLSL shader. The variety of shapes is incredible and very fun to explore :D
Some render quality was sacrificed to get this running interactively.
This is an interactive mandelbox fractal, implemented as a GLSL shader. The variety of shapes is incredible and very fun to explore :D
Some render quality was sacrificed to get this running interactively.
Labels:
fractal,
glsl,
raymarching
Raymarching Distance Fields
Here's some old graphics programming stuff.
It's rendered with a GLSL fragment shader, and the camera can be moved around with the keyboard.
The geometry is represented with distance fields, and rendered using raymarching. It has phong shading, soft shadows, reflection and ambient occlusion.
It's rendered with a GLSL fragment shader, and the camera can be moved around with the keyboard.
The geometry is represented with distance fields, and rendered using raymarching. It has phong shading, soft shadows, reflection and ambient occlusion.
Labels:
distance fields,
glsl,
raymarching
Tuesday 10 July 2012
Skeleton
After dying, Rhys' friends and family grew fearful of his skeletal features, eventually driving him from their village. Exiled and alone, he wonders the valleys searching for his place in the world.
Also, here's a simple concept for a mobile game. Experimenting with vector graphics to give a nice readable image for smaller screens:
Friday 9 March 2012
Tuesday 30 August 2011
Wednesday 7 July 2010
Saturday 28 November 2009
Friday 7 August 2009
Racoon Animation
Here's some racoon animation I did for a graduation film titled 'The Great Race', in my second year of university.
Thursday 6 August 2009
Realtime Textures
I saw the techniques for making this on an online tutorial and couldn't resist making my own :D The screencast is from within Blender with the realtime GLSL shading feature.
The tutorial I followed can be found here.
And the texturing is built from a photo from cgtextures.com
Also an interactive rope simulation that I programmed in Python.
The tutorial I followed can be found here.
And the texturing is built from a photo from cgtextures.com
Also an interactive rope simulation that I programmed in Python.
Thursday 28 May 2009
Sunday 24 May 2009
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