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Posts by Thomas Hooper

Implicit Surfaces & Independent Research
Implicit Surfaces & Independent Research YouTube video by Matt Keeter

hello my talk is online now and you can watch it

www.youtube.com/watch?v=UxGx...

(it's pretty good IMHO)

1 year ago 68 17 3 0
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Raymarching The Gunk How the raymarched slime was developed for the game The Gunk.

I've written an article for my webpage on how the raymarcher for The Gunk was made! jarllarsson.github.io/gen/gunkraym...
#gamedev #xbox #gp #graphicsprogramming #rendering #unreal

1 year ago 88 22 5 2
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Shadertoy

Thanks for pointing this out, I think you're right. I tried a different approach; jittering the dots a little www.shadertoy.com/view/4XVBDh

1 year ago 1 0 0 0
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Shadertoy

This is a lot less elegant, but kind of interesting www.shadertoy.com/view/4XGBzz

1 year ago 11 0 1 0
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Shadertoy

Beautiful effect, and thank you for the detailed explainer!

I wonder how it would look with a noisier distribution of dots? Might help with the artifacts at glancing angles

Here's a rough sketch using fractal layers of voronoi www.shadertoy.com/view/M3cfWf

1 year ago 13 1 1 0
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Exploring the fractal reef

1 year ago 32 6 1 0

cool :) I've applied

1 year ago 1 0 0 0

I am, though are they okay with fully remote? I’m in London

1 year ago 0 0 1 0
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The atomic structure of fractals

1 year ago 106 14 2 2
three.js webgl - transform controls

That’s handled by Three.js threejs.org/examples/mis...

To position them, I execute the map function separately to find the jacobian matrix of p for each gmTransform invocation

Changes to the gizmos are then sent back to the shader as uniforms

1 year ago 1 0 0 0
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It's really fun to explore fractals this way tdhooper.github.io/offline-shad...

1 year ago 25 4 0 0
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One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool

They write changes directly to the shader on disk, so I don't need an external object hierarchy

tdhooper.github.io/offline-shad...

1 year ago 62 7 3 2
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Shadertoy

Doing the same in 3D is similar, but we need to find the axis of rotation as well as that convergence point, I break that down here www.shadertoy.com/view/wslyzH

1 year ago 9 0 0 0
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Once we've put all that together we can have some fun with it ;) here's the shader used to make these gifs www.shadertoy.com/view/lf3BDr

1 year ago 8 1 1 0
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Finally we just need to scale exponentially instead of linearly

1 year ago 3 0 1 0
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Notice there is a point that the fractal converges on, if we rotate around that, it looks better but there's still a little jump

I've a method for finding this point of convergence here www.shadertoy.com/view/tscBDH

1 year ago 1 0 1 0
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We can try linearly interpolating from one transform to the next, it loops, but it's not continuous

1 year ago 0 0 1 0
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Let's look at the problem in 2D, we want to achieve this, moving from one face to the next in a smooth continuous movement

1 year ago 0 0 1 0

Finding a camera path that loops seamlessly is straightforward if you're just spinning around an object, or zooming in to a point... but I wanted a path that seamlessly loops between two parts of any self-similar fractal.

1 year ago 0 0 1 0
Bloom 💀
Bloom 💀 YouTube video by tdhooper

This one's from 2020, one again created entirely with a raymarching shader

www.youtube.com/watch?v=ACqg...

This time I'll talk about seamless camera movement...

1 year ago 25 1 2 1
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Our new Radiozoa jewelry collection and Patreon sculptures build on our work designing structures with anisotropic centroidal Voronoi diagrams. Here’s a deep dive thread on what that means and how we generate these forms.

n-e-r-v-o-u-s.com/shop/line.ph...

🧵

1 year ago 67 16 3 5
Fractal Polycephaly
Fractal Polycephaly YouTube video by tdhooper

Bluesky seems to have lost the video, so here's a link instead www.youtube.com/watch?v=ce-1...

1 year ago 6 1 0 0

I've messaged you on linkedin :)

1 year ago 0 0 0 0

Once we have these closest hexagon centers, we can calculate an SDF for the hexagon edges, use that to fracture our head geometry, and even blend smaller heads into the hexagons :)

1 year ago 1 0 1 0
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Shadertoy

Here's a shadertoy with a minimal version of this geodisic tiling method www.shadertoy.com/view/XtKSWc

1 year ago 7 0 1 0
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Which we use to tile the face with hexagons, I'm using a variation of this technique from Matt Zucker www.shadertoy.com/view/4d2GzV, it gives you the closest hexagon centers in 2D, which I then project onto the face in 3D by reversing the steps I used to make the uv-map

1 year ago 1 0 1 0
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From these two points, we can construct a little uv-map for the section of the icosahedron face we're near

1 year ago 2 0 1 0
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Shadertoy

I'm using a geodesic tiling based on subdividing an icosahedron, so we start by finding the positions of the closest icosahedron face, and a vertex on that face

I've found a pretty compact way of doing this, without iteration, here www.shadertoy.com/view/fdXcDl

1 year ago 8 0 1 0
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We can speed things up by just calculating distance to the tile we're near, or even better, just the tile-corner we're near

1 year ago 5 0 1 0
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I fragment the head into little hexagon tiles, so how do we find the distance to the closest tile from some position in space? We could loop through a list of tile positions, calculate the SDF for each one, and return the smallest distance... but this becomes expensive for all those march iterations

1 year ago 2 0 1 0