strawberry






This is my little space for tutorials, papers and code for computer graphics, fractals and demoscene. I don't store the demos and other finalized works here anymore, I moved them to the vanilla page. Also, if you are looking for something and you don't find it here, go try my main site, perhapse you have more luck there. The content in this site have been written in the last ten years or more, and you can imagine it continues growing and growing. Yep, I try my best to upload the new material and keep it all up to date, but it's not easy since both the content of everything you see here and the site itself are made during my spare time. Also, note I'm neither native English speaker nor I do really spend long time writing the text.... so I'm really sorry for that. Yet I hope you enjoy it!



last article 28/01/2012, last update 28/01/2012

useful maths
[2011] distance estimation to implicits[new]
[2011] useful little functions
[2010] inverse bilinear filtering
[2010] trigonometric tricks
[2008] fourier series
[2008] patched sphere
[2008] sphere visibility
[2008] on fm synthesis
[2006] working with ellipses
[2006] sphere ambient occlusion
[2006] thinking with quaternions
[2006] inspections on mandelbrot sets
[2002] introduction to the mandelbrot set
fractals rendering algorithms
[2011] iterative shapes[new]
[2009] mandelbulb fractal
[2006] 3d orbit traps for fractals
[2006] experimental 3d fractals
[2004] distance rendering for fractals
[2002] procedural traps for fractals
[2002] bitmaps traps for fractals
[2002] budhabrot fractals
[2002] ifs fractals
[2001] lyapunov fractals
[2001] 3d julia set fractals
[1999] geometric traps for fractals
rendering techniques
[2008] distance functions[new]
[2006] volumetric sort
[2005] modern raytracing
[2002] terrain marching
[2002] simple point clouds
[2001] a basic raytracer
[2000] simple voxel
* raymarching distance fields
simple effects
[2005] 2d dynamic clouds
[2005] simple gpu raytracing
[2004] simple water
[2002] cellular effect
[2002] feedback effect
[1999] plane deformations
[1998] the game of life
lighting
[2010] penumbra shadows[new]
[2010] better fog
[2007] screen space ambient occlusion
[2005] per vertex ao
[2004] simple global ilumination
[2004] on ambient occlusion
procedural content and compression
[2010] genetic algorithm
[2008] more perlin noise
[2007] wavelet compression
[2005] introduction to 3d models storage
[2002] domain warping[new]
[2002] icon images
[1999] popcorn images
* tricks for mesh compression
* simple 3d perlin noise
* introduction to procedural graphics
* introduction to procedural terrains
coding tricks
[2010] zbuffer for raymarching
[2010] minimal frustum culling
[2009] improved bilinear filtering
[2008] normal/areas for polygons
[2005] float and random
[2005] begining with sse coding
[2004] clever normalization of a mesh
[2003] how to render a cube in qbasic
[2003] minimal spline code
[2002] compiling small
coding hacks
[2008] gm.dls textures
[2008] how to store floats in 4k
[2008] opening a file in 4k
code
[2006] 4k demo system and examples
[2003] 64k demo system
[1994] very old qbasic code...
presentations
[2009] Function 09 - Behind Elevated
[2008] Function 08 - Living Characters in 4 kilobytes
[2008] NVScene 08 - Rendering Worlds With Two Triangles
[2007] Siggraph 07 - Massive Model Visualization
[2007] Bcn 07 - Mesh compression
[2007] Breakpoint 07 - Techniques for 64k demos
[2006] ICM 06 - Mathematics in Movement



Iņigo Quilez :: 1994-2012