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).
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.
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…
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...
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
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.
M. Müller, J. Bender, N. Chentanez, and M. Macklin. Proceedings of the 9th International Conference on Motion in Games, page 55--60. New York, NY, USA, ACM, (2016)