strawberry




This is my little space for tutorials, papers and code for computer graphics, fractals and demoscene. I don't store the demos and other finalized works here anymore, I moved them to the vanilla page. Also, if you are looking for something and you don't find it here, go try my main site, perhapse you have more luck there. The content in this site have been written in the last ten years or more, and you can imagine it continues growing and growing. Yep, I try my best to upload the new material and keep it all up to date, but it's not easy since both the content of everything you see here and the site itself are made during my spare time. Also, note I'm neither native English speaker nor I do really spend long time writing the text.... so I'm really sorry for that. Yet I hope you enjoy it!


STILL UNDER DEEP RECONSTRUCTION (everything with a * mark is to be remade)


articles [56]

useful maths
fourier series
working with ellipses
patched sphere
sphere visibility
sphere ambient occlusion
thinking with quaternions
on fm synthesis
introduction to the mandelbrot set
inspections on mandelbrot sets
fractals rendering algorithms
mandelbulb fractal
budhabrot fractals
ifs fractals
lyapunov fractals
distance rendering for fractals
3d julia set fractals
3d orbit traps for fractals
experimental 3d fractals
geometric traps for fractals
procedural traps for fractals
bitmaps traps for fractals
rendering techniques
* raymarching distance fields
terrain marching
modern raytracing
simple point clouds
simple voxel
a basic raytracer
volumetric sort
simple effects
2d dynamic clouds
simple water
cellular effect
feedback effect
simple gpu raytracing
plane deformations
the game of life
procedural content and compression
more perlin noise
* tricks for mesh compression
* simple 3d perlin noise
popcorn images
icon images
* introduction to procedural graphics
* introduction to procedural terrains
introduction to 3d models storage
lighting
per vertex ao
simple global ilumination
screen space ambient occlusion
on ambient occlusion
coding tricks
improved bilinear filtering in the GPU
compiling small
float and random
begining with sse coding
how to render a cube in qbasic
clever normalization of a mesh
minimal spline code
coding hacks
gm.dls textures
how to store floats in 4k
opening a file in 4k
material [10]

software
plane deformations
code
64k demo system
4k demo system and examples
very old qbasic code...
presentations
Function 09 - Behind Elevated
Function 08 - Living Characters in 4 kilobytes
NVScene 08 - Rendering World With Two Triangles
Siggraph 07 - Massive Model Visualization
Bcn 07 - Mesh compression
Breakpoint 07 - Techniques for 64k demos
ICM 06 - Mathematics in Movement



Iņigo Quilez - 2010