Growing organic structures
About procedural organic-looking grown structures, which must be controllable and confined to user-defined space. Read More …
A personal collection of ideas, programming and shiny stuff
About procedural organic-looking grown structures, which must be controllable and confined to user-defined space. Read More …
For this post, I have been working on implementing isosurfaces as a modeling tool in Maya to create blobby things such as the one depicted in the image below. Isosurfaces An isosurface is a shape which is described by taking a scalar field and building a surface from all the points on the field of Read More …
A surface weathering simulation prototype. Surface weathering is a type of texture synthesis which aims to simulate the degradation of an object due to external agents. Read More …
Color Quantization is a process by which we reduce the number of colors in a given image and generate a palette. The main reason why one would want to use a palette from an image was the impossibility for early graphics adapters to handle full 24-bit RGB images due to memory limitations. However, there are Read More …
After reading Ruben Penalva’s homonym great post in his blog, and watching the GDC talk Task-based Multithreading — How to Program for 100 Cores I felt inspired to try my own implementation. The idea is to implement a flock simulation such as the one described by Craig Reynolds trying to distribute the calculations among all Read More …