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.
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.
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.
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)“.
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. You can find (the full source of) the fragment shader here: https://www.shadertoy.com/view/MlGcRz.
An organic-looking SDF scene in a single, fully procedural, fragment shader. The scene is modelled for this specific camera viewpoint and lighting setup.
“Human Document” – my entry for the Shadertoy Competition 2018. A bit to my surprise, this shader turned out to be the winning entry :)
Paratrooper, a playable DOS game in a fragment shader. You can find (the full source of) the fragment shader here: https://www.shadertoy.com/view/XsyfD3.
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