I wrote another WebGL fragment shader on shadertoy. This shader renders a seamless space-to-surface flight in the browser using only two triangles. No textures or 3d-models are used. The procedural planet shown is rendered with only two triangles (a fullscreen
Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling.
I have made another WebGL fragment shader on Shadertoy: Tokyo. This shader shows an abstract, procedural, view of Tokyo by night in the rain. In this post, I will write up some notes about how this shader is made. (By
I made another shader in Shadertoy. Two triangles are rendered using a WebGL fragment shader showing an abandoned base. The scene is rendered by ray-marching a distance field and features dynamic lights, soft shadows, reflections and ambient occlusion.
I have just released Wreckdoll, a (not so nice) game for iOS. Wreckdoll is a rag doll physics game that will make you wonder how much pain you can inflict in only one minute.
I have just released a new version of Niño, a (completely free) puzzle game for iOS. I developed Niño with two friends in our free time in the last three months of 2013.
Last year I read an article describing the mathematical structure of Escher’s Print Gallery. Escher’s Print Gallery (de Prentententoonstelling in Dutch) shows a man standing in an exhibition gallery, viewing a print of a seaport. As his eyes follow the buildings shown on the print
After enjoying all the great submissions of JS1k in the previous years, I wanted to participate myself this year (which, in fact, is my first participation in an online code competition ever). My entry “Minecraft” ended third. In this post,
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. After writing my first iPhone app some time ago (see: Navier Stokes: iPhone vs iPad), last week I wrote another one.
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. One month ago we (Infi) bought an iPad in France (iPads are not available in the Netherlands yet).
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. At Infi we have something similar to Google’s 20 Percent Factor. If you have a great idea or something you want to know more
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. Every two weeks, one of us gives a talk to the other employees here at Infi. The subject of these talks are mostly related
After spending most of my free time last year writing a raytracer, I’ve finally finished another OpenGL demo. This demo loads a Doom-3 level (using the .proc format) and renders the level using portal-based visibility culling. I use the OpenGL Shading
This demo uses verlet integration to simulate the physics of grass. The grass reacts to wind and the movement of the camera. Walk backwards, and watch the bending grass. Impostors are used to render trees and grass in realtime. Download
Experiment with impostors. Impostors are used to render a forest of 50.000 trees in realtime. Download impostors.zip
I think that I’ve figured out how the .cm files in Doom III are used for collision detection. In the .cm files the nodes discribing a tree are saved in the following format: ( 0 320 ) ( 1 -1351.9996337891
This demo shows the following techniques: procedural moving clouds animated skydome with sun and stars stencil shadows very simple terrain engine Download world.zip.