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Volumetric clouds: Himalays

Volumetric clouds: Himalays

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

reinder May 29, 2018December 27, 2022 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, 2018December 27, 2022 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

Shadertoy iOS app

Shadertoy iOS app

In the first two weeks of September (2015) I created an app to view and run shaders of Shadertoy on my iPhone. After finishing the first version of this app I was very pleased that Pol Jeremias and Iñigo Quílez

reinder October 1, 2016March 8, 2019 Apps, Shadertoy Read more

Rendering a planet with two triangles

Rendering a planet with two triangles

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

reinder May 5, 2015October 23, 2019 Shadertoy Read more

JS1k post mortem – Train Window

JS1k post mortem – Train Window

In this post, I will write up some notes about my JS1k entry ‘Train Window’, a view of a passing procedural landscape from a train window in 1kb of javascript.

reinder May 5, 2015December 27, 2022 Javascript Read more

More spheres

More spheres

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.

reinder April 21, 2015October 23, 2019 Shadertoy Read more

Tokyo – breakdown of a webgl fragment shader

Tokyo – breakdown of a webgl fragment shader

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

reinder March 2, 2015December 27, 2022 Shadertoy Read more

Abandoned base

Abandoned base

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.

reinder September 2, 2014October 23, 2019 Shadertoy Read more

Bring The Pain And Throw It Around In Wreckdoll

Bring The Pain And Throw It Around In Wreckdoll

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.

reinder June 11, 2014July 27, 2019 Apps, Game Read more

Niño, a puzzle game for iOS

Niño, a puzzle game for iOS

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. Niño is a turn-based strategy game which

reinder May 19, 2014December 7, 2019 Apps, Game Read more

Escher and the Droste effect

Escher and the Droste effect

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

reinder May 2, 2014December 27, 2022 Shadertoy Read more

JS1k post-mortem Minecraft

JS1k post-mortem Minecraft

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,

reinder April 28, 2014December 27, 2022 Javascript Read more

Liquid on iPhone and iPad

Liquid on iPhone and iPad

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. Not surprisingly, this

reinder February 8, 2011September 24, 2019 Apps Read more

Navier Stokes: iPhone vs iPad

Navier Stokes: iPhone vs iPad

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).

reinder July 15, 2010September 11, 2018 Apps Read more

Marker Detection for Augmented Reality Applications

Marker Detection for Augmented Reality Applications

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

reinder April 2, 2010September 20, 2019 Uncategorized Read more

Rendering distance fields using the Go-language

Rendering distance fields using the Go-language

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

reinder February 2, 2010September 20, 2019 Uncategorized Read more

Doom 3 – OpenGL Shading Language

Doom 3 – OpenGL Shading Language

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

reinder August 25, 2005September 24, 2019 Uncategorized Read more

Grass Experiment

Grass Experiment

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.

reinder July 20, 2005September 24, 2019 Uncategorized Read more

Impostor experiment

Impostor experiment

Experiment with impostors. Impostors are used to render a forest of 50.000 trees in realtime.

reinder June 24, 2005September 24, 2019 Uncategorized Read more
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