Rye Terrell

@wwwtyro

I don't find anything as satisfying as making tools that people like to use. Working on tools .

Austin, Texas
Vrijeme pridruživanja: studeni 2012.

Medijski sadržaj

  1. 19. stu 2019.

    Finished a post about instanced line rendering: TL;DR: Leverage instancing to expand line segments in a vertex shader. Gets you fast, flexible lines with an intuitive and compact data structure. Source: Enjoy!

  2. 8. lip 2019.

    Got an , been playing unhealthy amounts of . Decided to make a trainer for it that throws completely random blocks at you and automatically adjusts the rate. Here it is: Video:

  3. 24. ožu 2019.

    Alright, finally finished my write-up on advanced map shading: Source for the examples can be found here: Enjoy and share! 😊

  4. 20. ožu 2019.

    Here's large renders of all 50 US States and DC (that one's for you ). I think my favorite might be South Dakota. Enjoy and share! Background map and some satellite by , elevation and some satellite by . Thanks!

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  5. 12. ožu 2019.

    Using shapefiles to pull regions out of my map renders.

  6. 4. ožu 2019.

    Same map data, rendered in 3D, 4x elevation scale.

  7. 3. ožu 2019.

    Exaggerated (8x) relief map of SF using elevation data from and satellite imagery from . Rendered in with .

  8. 2. ožu 2019.

    A few more renders of the Grand Canyon, 2x elevation scale.

  9. 28. velj 2019.

    Here's the final direct+ambient lighting image.

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  10. 28. velj 2019.

    Exaggerated relief of the Grand Canyon, flat lighting, direct lighting, direct + ambient lighting.

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  11. 21. velj 2019.

    Been working on global illumination of map data, combining free AWS elevation tiles with NASA's blue marble project and using for rendering in . Here's the Grand Canyon and part of the Andes mountain range.

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  12. 6. velj 2019.

    Mandelbulb morphing through powers one to eight. Rendered with , a voxel path tracer built with .

  13. 21. sij 2019.

    Got transparency/refraction working in vixel, my foss voxel pathtracer built with /. Demo:

  14. 15. sij 2019.

    Tonight I learned there are a few pitfalls with GLSL's refract function: 1. Total internal reflection is a thing. 2. GLSL's refract returns vec3(0.0) for total internal reflection. 3. Because of 2, don't mindlessly normalize the result of a refract call. 4. But do normalize!

  15. 12. sij 2019.

    Vixel, a voxel path tracer made with , now supports depth of field! Fair warning, the editor is a potato - very much a WIP. Editor: Code:

  16. 6. sij 2019.

    Introducing vixel, a voxel path tracer built with regl. It's a poor man's in your browser for now, but I have big plans! Play with the editor here: , do whatever you want with the code here: .

  17. 25. stu 2018.
    Odgovor korisniku/ci

    I was thinking the same thing - something like this? Yes, when I find time if I don't get dragged into something else! 😅

  18. 25. stu 2018.

    Been wanting to make a proof-of-concept real time path tracing game for a while. Here's my first attempt! Play it here: , do whatever you want with the code here: . Built with regl, planck-js, and howler.

  19. 12. stu 2018.
  20. 19. kol 2018.

    Just published v3 of geo-ambient-occlusion, a js module that allows you to calculate AO with your GPU in the browser. It has much better occlusion results, a number of bugfixes, and is now 32x faster(!!!) thanks to .

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