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18/8/2022New shader: Polygonal-Profile Linked Toruses

Two torus-like shapes with even-sided polygon cores and profiles arranged the right way can link with each other without penetrating.

https://www.shadertoy.com/view/7l3yWs

31/5/2022New shader: Entwined Circular Rings

A re-creation of one of the entwined rings renders from this paper.

https://www.shadertoy.com/view/fs3cWj

24/9/2021New shader: One-Million-Sample Blur

Using multiple passes for motion blur results in an exponential number of samples in the number of passes. In this case there are 4 passes and 32 samples per pass = pow(32, 4) = 1,048,576 effective texture samples (but 4 x 32 = 128 actual samples).

https://www.shadertoy.com/view/fddyDH

24/9/2021New shader: Sine Wave Tiling

A very simple tiling based on a tiling of equilateral triangles but using sine waves as the tile edges.

https://www.shadertoy.com/view/fdtXRn

7/3/2021New shader: An attempt to use Principle Component Analysis to analytically calculate an oriented bounding box for a cubic Bezier curve.

It's not the minimal-area OBB but it seems to generally have lower area than an AABB. The circle indicator in the lower-left of the frame shows green when the OBB has less area than the AABB and otherwise shows red.

The main reason this is suboptimal is probably that the moments are computed directly from the curve parameterised by t, rather than by length.

https://www.shadertoy.com/view/stfSR7


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