Tag Archives: Fractals

More Alien Vistas

Today I played around with a technique for combining different distance functions. It proved quite an effective way of producing interesting planet-like objects, among other things. Here are a few variations I encountered through experimentation: The middle panel looks like it would make a nice piece of album cover art.

Inventing On Principle Applied to Shader Editing

Recently I have been playing around with GLSL Sanbox (github), a what-you-see-is-what-you-get shader editor that runs in any WebGL capable browser (such as Firefox, Chrome and Safari). It gives you a transparent editor pane in the foreground and the resulting compiled fragment shader rendered behind it. Code is recompiled dynamically as the code changes. The [...]

Raycasting Planets

Some images of a planet render I made a while ago:      The scene is drawn inside a fragment shader. The clouds and nebulars are raycast spheres textured with an IFS fractal function, also used to generate the terrain.

Remixing Distance Fields

Last year I got fairly obsessed with distance field raycasting and fractals. Recently a few developments in that field have rekindled my interest in the whole phenomenon. Most of the people playing around with the Mandelbulb and it’s variants back in early 2010 were either mathematicians or graphics programmers, and while there were some technically [...]