Image-based lighting is an important part of a physically based rendering. Unfortunately straightforward IBL implementation for more complicated lighting models than Phong requires a huge lookup ta…| Krzysztof Narkowicz
Seam carving is a technique that can be used to resize images, which is also known as liquid rescaling. Compared to the traditional resizing tool, it does not “stretch” the image, but it selectively removes the pixels which contain the least amount of information. As a result, it allows to shrink images preserving most of […] The post Seam Carving appeared first on Alan Zucconi.| Alan Zucconi
This post completes the journey started in The Mathematics of Thin-Film Interference, by explaining how to turn the equations previously presented into actual shader code. You can find the complete series here: Part 1. The Nature of Light Part 2. Improving the Rainbow (Part 1) Part 3. Improving the Rainbow (Part 2) Part 4. Understanding Diffraction […] The post Car Paint Shader: Thin-Film Interference appeared first on Alan Zucconi.| Alan Zucconi
This post continues our journey through the Mathematical foundations of iridescence. This time, we will discuss a new way in which material can split light: thin-film interference. This is how bubbles (and car paint) get their unique reflections. You can find the complete series here: Part 1. The Nature of Light Part 2. Improving the […] The post The Mathematics of Thin-Film Interference appeared first on Alan Zucconi.| Alan Zucconi
This tutorial will teach you how to recreate a very popular effect in games: topographical maps. This is a two-part series, which will cover all the necessary aspects—from the Maths to the shader code—to make this possible: In this second part, we will focus on the edge detection algorithm that will be used to draw […] The post Topographical Maps in Unity: Edge Detection appeared first on Alan Zucconi.| Alan Zucconi
This tutorial will teach you how to recreate a very popular effect in games: topographical maps. This is a two-part series, which will cover all the necessary aspects—from the Maths to the shader code—to make this possible: Part 1. Topographical Maps: Terrain Shading Part 2. Topographical Maps: Edge Detection A link to download the full […] The post Topographical Maps in Unity: Terrain Shading appeared first on Alan Zucconi.| Alan Zucconi
Greebles! It's not an off-brand muppet, it's actually detailing for big starships! Lemme show you how! … More Link: Procedural Greeble Tutorial – Linden Reid| Keith M. Programming
Earlier this month, the large demoscene Easter meeting, Revision, took place with all its range of events and competitions, despite a new online format due to the pandemic situation. One of those competitions is the Shader Showdown: a tournament where participants are to write the best possible visual effect within a limited time. Each round […]| Ctrl-Alt-Test
Shader Toolchain (HLSL in Vulkan): talk, slides, downloads, and documentation| Lei.Chat()
HLSL for Vulkan: translating HLSL semantic strings into SPIR-V location numbers| Lei.Chat()
HLSL for Vulkan: translating HLSL matrices into SPIR-V| Lei.Chat()
HLSL for Vulkan: translating HLSL resources into SPIR-V| Lei.Chat()