Hello. My name is Edd Biddulph, I do computer graphics.
Blog
This was my sporadic record of activity but it hasn't been update in a while.
MSX
I'm an MSX enthusiast. You can find my MSX-related projects here.
Demoscene
Since 2012 I have made many realtime-rendered animations and pictures which are quite often code-golfed into very small executable sizes such as 4kb. You can find a list of them here. These productions are usually entered into competitions held and organized by the demoscene community.
Shadertoy
All of my Shadertoy shaders can be found on my userpage here. I've been posting shaders on Shadertoy for over a decade now (I started in 2013).
The Making Of Oscar's Chair
In 2018 my 4kb demo "Oscar's Chair" won Revision 2018. Here is the backstory and technical info all about it.
Lambertian Reflection Without Tangents
In early 2017, I came up with a method of sampling the Lambert BRDF in world space without the need for a local coordinate system transformation, which has been used by other people a good few times on Shadertoy and possibly elsewhere too.
Quake II Pathtraced on GPU
In 2016, I made a realtime pathtracer and integrated it into Quake 2, taking advantage of special characteristics which the geometry, lightsources, and dynamic objects of Quake 2 have. Check it out here.
"Beam"
Some years ago I implemented the usual offline CPU-based renderer called Beam based on forward pathtracing. It includes the standard camera and lighting effects, and the ability to load meshes and textures plus a simple plaintext custom scene file format.
It also features a shader system via integrated Lua programming.
"Platyplus"
I made a multithreaded SIMD-accelerated CPU-based realtime triangle mesh renderer called Platyplus with extra features such a Lua scripting and stencilled shadow volume rendering.
"YuzuBASIC"
I also made a BASIC-like language and interpreter called YuzuBASIC with a built-in set of OpenGL bindings and GUI using the wxWidgets library.
Professional
I have worked on rendering at Maxon and 10bit FX, and since 2020 I work on raytracing as a senior software engineer at NVIDIA.
In late 2022 I began studying pure mathematics at undergraduate level.