ray marching (with THREE.js)

hulkbuster

Ray marching is a technique used to render complex shapes and lightings, it’s been around for years but got some huge momentum in the past 5 years. I had some spare time and decided to give it a spin. there are some really good online tools if you want to play around : shadertoy glslsandbox shdr glslb.in the … [Read more…]

least energy path

process

I’m trying to get a proper quilting algorithm to work, one of the important steps is to cleverly “cut” a portion of the image that is going to be drawn on top of another. so I was thinking of how I’d work around this and came up with something I thought was worth sharing. the idea … [Read more…]

citadels

blackcurrant

Justin Windle is a very talented creative developer and I’ve been following his work for years, check his website if you’re not convinced. he started an enterprise called stuvio ; the goal is to allow generative artists to exhibit and sell prints of their works. he gathered a selection of creative coders / generative artists … [Read more…]

Harriet

final

“Harriet” is the name of a project I did for the Christmas Experiments 2014. if you don’t have WebGL, you can still watch this video: if you do have WebGL, you can try it out here. there’s a github repo here : Harriet’s Github Repo. ( some ugly things there… ) the initial idea was to create a generative toy … [Read more…]

marching squares

burning_head_vector

a short post about the marching squares algorithm, a technique mostly used to vectorize the outline of a binary image. it’s a very well known & very well spread technique, I happened to have some spare time & the urge to do something graphic. for a start let’s look at how things work. the idea is to draw … [Read more…]

hidebehind

Capture d'écran 2015-08-15 12.46.22

a month ago, for no specific reason, I decided to implement a 2D top-down visibility algorithm. I always found the output beautiful both graphically & conceptually yet, as I don’t make games, I never tacckled it. visibility algorithms are often used to simulate lights ; to determine which areas of a space are enlightened and which … [Read more…]