Path tracing is a method for generating digital images by simulating how light would interact with objects in a virtual world. The path of light is traced by...
Hi, I’m Greg, and for the last two years, I’ve been developing a 3d fractal exploration game, which started as just a “what if” experiment. I would describe myself as technical artist, meaning, I am…
My name is Ryan Alexander. This archive is a collection of audio visual forms which are made by hand, in code, or by camera, in virtual and physical form.
Paged Out! is a new experimental (one article == one page) free magazine about programming (especially programming tricks!), hacking, security hacking, retro computers, modern computers, electronics, demoscene, and other similar topics.
These are articles about the techniques I develop and lessons I learnt while toying or working with computer graphics. Most of it is self-taught and there's lots of reinventing the wheel (which I recommend) but also some innovative and new discoveries that often times are not documented anywhere else (and if any of this content becomes part of your paper or the center of your PhD thesis, I feel it'd be fair to mention this website).
An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, a brief look at Forward vs Deferred rendering and some information about Material instances and Batching. HLSL | Unity Shader Tutorials, @Cyanilux
Chaotica is a next-generation fractal art application, designed for both novices and professional artists.
Novice users can enjoy editing randomised fractals to produce stunning HD wallpapers and animations.
Professional users will particularly value the fast, modern rendering engine. High quality animations and huge images for print are easily produced, with real-time imaging controls that will dramatically accelerate your workflow.
We are partnering with Unreal Engine Marketplace creators to offer select content to the UE4 community for free to give artists, designers and programmers even more resources at no additional cost.
Spheres are nice and all, but there comes a time when more complex shapes are needed. One popular algorithm for testing collisions is the Gilbert–Johnson–Keerthi algorithm, or GJK for short. With it we can detect collisions between any two convex polygons.
Check out the full article: https://blog.winter.dev/2020/gjk-algorithm/
The best free & open-source vector graphics software allows you to enjoy creativity & easily create quality images that are ideal for detailed illustrations.
Wave Function Collapse is a procedural generation algorithm which produces images by arranging a collection of tiles according to rules about which tiles may be adjacent to each other tile, and relatively how frequently each tile should appear. The algorithm maintains, for each pixel of the output image, a probability distribution of the tiles which may be placed there. It repeatedly chooses a pixel to “collapse” - choosing a tile to use for that pixel based on its distribution. WFC gets its name from quantum physics. The goal of this post is to build an intuition for how and why the WFC algorithm works.
CGLab (since 2016.09) focuses on conducting research on photorealistic rendering, which includes a variety of optimization techniques for ray tracing. The main applications of photorealistic rendering are CG movies, animations, 3D games and immersive technology (AR and VR).