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Townscaper’s rendering style in WebGL

townscaper

I really love the rendering style of Townscaper by Oskar Stålberg. Since Townscaper has the option to export your town as an .obj (including three “magic” textures), I thought it would be a nice project to reverse engineer this style.

reinder November 1, 2021 Javascript Read more

Robotic Arm

Robotic Arm

This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques. 

reinder August 29, 2019August 23, 2020 Shadertoy Read more

Ray Tracing – Primitives

Ray Tracing – Primitives

I created a reference shader with ray-primitive intersection routines on Shadertoy. A simple path tracer is used to visualize the scene.

reinder June 3, 2019October 23, 2019 Shadertoy Read more

Wolfenstein: Ray Tracing On using WebGL1

Wolfenstein: Ray Tracing On using WebGL1

Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed got flooded with a continuous stream of RTX On / RTX Off comparisons.

reinder March 13, 2019August 30, 2019 Javascript Read more

Home – Global Game Jam

Home – Global Game Jam

This is the first year that I participated in the Global GameJam 2019. I created the game “Reinder wants to go home, early” in 4.8 hours.

reinder January 28, 2019July 12, 2020 Game, Javascript Read more

3D Line Art Engine (port)

3D Line Art Engine (port)

I have ported most of “ln, The 3D Line Art Engine” by @FogleBird to javascript so it can be used on Turtletoy. The engine can create drawings of 3D scenes, that you can plot using a pen plotter, which naturally

reinder January 13, 2019August 30, 2019 Javascript, Turtletoy Read more

Yet another Cornell Box

Yet another Cornell Box

Yet another Cornell Box: a path tracer in a single fragment shader on Shadertoy. Direct light sampling is used to reduce noise. The scene is rendered using 12 samples per pixel.

reinder January 9, 2019October 23, 2019 Shadertoy Read more

Procedural cubic city

Procedural cubic city

This is an experiment in drawing a simple procedural city. The basis of the city was initially a Rhombille tiling (2D). By drawing randomly placed doors and windows on each hexagon, the illusion of a 3D city is created.

reinder December 14, 2018August 30, 2019 Turtletoy Read more

Turtletoy

Turtletoy

I spent some spare time on creating Turtletoy: an online platform that allows you to create generative art online using a minimalistic javascript Turtle graphics API.

reinder November 14, 2018August 30, 2019 Turtletoy Read more

Augmented Reality and Shadertoy

Augmented Reality and Shadertoy

By combining the webcam texture and the WebVR functionality of Shadertoy, I was able to create two “Augmented Reality” fragment shaders.

reinder October 6, 2018August 31, 2019 Apps, Shadertoy Read more

Raytracing: the next week

Raytracing: the next week

It’s the next week so time for “Raytracing: the next week” by Peter Shirley. Again, I implemented some of the chapters of the book in four shaders on Shadertoy.

reinder September 10, 2018October 23, 2019 Shadertoy Read more

Raytracing in one weekend

Raytracing in one weekend

I know I’m a bit late to the party, but I had a lot of fun reading “Ray tracing in one weekend” by Peter Shirley yesterday. I implemented some of the chapters of the book in four shaders on Shadertoy.

reinder September 3, 2018October 23, 2019 Shadertoy Read more

Old watch: a WebGL path tracer

Old watch: a WebGL path tracer

A simple path tracer is used to render an old watch. The old watch scene is (almost) the same scene as rendered using image-based lighting in my Shadertoy shader “Old watch (IBL)“.

reinder August 26, 2018October 23, 2019 Shadertoy Read more

A shader quine

A shader quine

I created a shader quine, a fragment shader without input (textures or models) that produces a copy of its own source code as its output, on Shadertoy.

reinder August 21, 2018October 23, 2019 Shadertoy Read more

Woman

Woman

An organic-looking SDF scene in a single, fully procedural, fragment shader. The scene is modelled for this specific camera viewpoint and lighting setup.

reinder August 10, 2018October 23, 2019 Shadertoy Read more

Human Document

Human Document

“Human Document” – my entry for the Shadertoy Competition 2018. A bit to my surprise, this shader turned out to be the winning entry :) You can find (the full source of) the fragment shader here: https://www.shadertoy.com/view/XtcyW4.

reinder July 25, 2018October 23, 2019 Shadertoy Read more

Paratrooper (playable DOS game in a shader)

Paratrooper (playable DOS game in a shader)

Paratrooper, a playable DOS game in a fragment shader.

reinder July 4, 2018October 23, 2019 Shadertoy Read more

Volumetric clouds: Himalays

Volumetric clouds: Himalays

This is my first attempt to render volumetric clouds in a fragment shader. Initially, I started to implement the clouds of Horizon Zero Dawn, as described in “The real-time volumetric cloudscapes of Horizon Zero Dawn” by Andrew Schneider and Nathan

reinder May 29, 2018October 23, 2019 Shadertoy Read more

Image-Based Lighting

Image-Based Lighting

This shader uses Image-Based Lighting to render an old watch. The materials of the objects in the scene have physically-based properties.

reinder April 30, 2018October 23, 2019 Shadertoy Read more

Raymarching distance fields

Raymarching distance fields

This shader was created for the Shadertoy Competition 2017. The shader is a tutorial about raymarching distance fields (using a ray marcher in Shadertoy).

reinder July 31, 2017October 23, 2019 Shadertoy Read more
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  • Townscaper’s rendering style in WebGL
  • Robotic Arm
  • Ray Tracing – Primitives
  • Wolfenstein: Ray Tracing On using WebGL1
  • Home – Global Game Jam
  • 3D Line Art Engine (port)
  • Yet another Cornell Box
  • Procedural cubic city
  • Turtletoy
  • Augmented Reality and Shadertoy

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