GithubĬOMPUTE SHADERS FOR VISUALIZING COMPLEX FUNCTIONSĪ short project while figuring my way around compute shaders. Such formations are possible due to the unique property of being able to achieve smooth noise values using Perlin Noise. The heightmap is then taken to generate terrains with hills and valleys. GithubĪ set of smooth 2 dimensional noise values is used to generate a heightmap. Some tricky camera manouvres based on distance calculations give us the illusion of travelling through a portal into another area of the level. Portal, inspired by the bestseller from Valve. An experiment to observe how the blobs behave when given some crazy random velocity and acceleration values. Githubīlobs that fuse together to form larger blobs when in each other's vicinity. A past version of the scene can be viewed through the shard at all times. Onto a rectangular plane which acts as the time shard. The scene was made in Unity and uses a dual camera setup to render a scene as a texture
Projects Time ShardĪ glass time shard inspired by the level 'A Crack In The Slab' from Dishonored 2. I also dabble around with generative art every now and then.īased in Atlanta, pursuing a Master's degree in Computer Science. I am particularly interested in simulations, animation, AR/VR, real time rendering, virtual environments and shader programming.
I am a programmer who loves to play around with math, physics and graphics.