Hacker News
- Domain Repetition https://iquilezles.org/articles/sdfrepetition/ 10 comments
- Simple Pathtracing (2012) https://iquilezles.org/articles/simplepathtracing/ 5 comments
- Avoiding visible texture repetition (2015) https://iquilezles.org/articles/texturerepetition/ 9 comments
- Premultiplied alpha vs. not-premultiplied alpha blending and compositing https://iquilezles.org/articles/premultipliedalpha/ 40 comments
- Making graphics in 4 kilobytes (2008) [pdf] http://web.archive.org/web/20210826120419/https:/iquilezles.org/www/articles/proceduralgfx/inspire2008.pdf 9 comments
- Fractional Brownian Motion https://iquilezles.org 2 comments
- SDF Fractal Noise http://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm 42 comments
- Smoothstep Integral https://iquilezles.org/www/articles/smoothstepintegral/smoothstepintegral.htm 6 comments
- Raymarching Distance Fields (2008-2020 compilation) https://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm 23 comments
- Babylonian Multiplication in the shower (2016) https://www.iquilezles.org/blog/?p=4582 15 comments
- Band-Limiting Procedural Textures https://iquilezles.org/www/articles/bandlimiting/bandlimiting.htm 31 comments
- Fractional Brownian Motion for Terrain Generation http://iquilezles.org/www/articles/fbm/fbm.htm 28 comments
- Rational rendering and floating bar http://iquilezles.org/www/articles/floatingbar/floatingbar.htm 23 comments
- Making graphics in 4 kilobytes (2008) [pdf] http://iquilezles.org/www/articles/proceduralgfx/inspire2008.pdf 17 comments
- Fast stereo rendering http://www.iquilezles.org/www/articles/stereo/stereo.htm 7 comments
- Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes [pdf] http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf 8 comments
- Real pixel coding (2011) http://www.iquilezles.org/blog/?p=1426 79 comments
- Warping (domain distortion) http://www.iquilezles.org/www/articles/warp/warp.htm 2 comments
- WebGL Shader Toy http://www.iquilezles.org/apps/shadertoy/ 14 comments
Lobsters
- Rational Rendering and Floating Bar https://iquilezles.org/articles/floatingbar/ 4 comments graphics
- Rational rendering and floating bar http://iquilezles.org/www/articles/floatingbar/floatingbar.htm 2 comments graphics
- c++ Sdf tree implementation https://iquilezles.org/articles/distfunctions2d/ 3 comments graphicsprogramming
- How efficient are shaders? https://iquilezles.org/articles/distfunctions/ 5 comments opengl
- Can you/How to render volumes from SDF primitives? https://www.iquilezles.org/ 5 comments graphicsprogramming
- Natively building SDF fractal noise (for procedural terrains) by iteratively blending spheres as opposed to traditional noise displacement https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm 5 comments programming
- Raymarching Distance Fields https://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm 4 comments programming
- Fractional Brownian Motion for terrain generation http://iquilezles.org/www/articles/fbm/fbm.htm 30 comments programming
- floating-bar — floating-point's rational sibling http://www.iquilezles.org/www/articles/floatingbar/floatingbar.htm 23 comments rust
- Tutorials, papers and code for computer graphics, fractals and demoscene http://www.iquilezles.org/www/index.htm 68 comments programming
- Is it possible to animate the contents of an animation keyframe? http://www.iquilezles.org/apps/graphtoy/ 3 comments css
- Rendering Worlds with Two Triangles on the GPU [pdf] http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf 13 comments programming
- Inigo Quilez explains how to implement simple pathtracer http://www.iquilezles.org/www/articles/simplepathtracing/simplepathtracing.htm 39 comments programming
- Beautiful procedural textures with domain distortion http://www.iquilezles.org/www/articles/warp/warp.htm 80 comments programming
- Shader Toy http://www.iquilezles.org/apps/shadertoy 109 comments programming
- Live visuals coding http://www.iquilezles.org/blog/?p=1445 20 comments programming
- Making graphics in 4 kilobytes http://iquilezles.org/www/articles/proceduralgfx/inspire2008.pdf 4 comments coding
- Making Graphics in 4 Kilobytes [PDF] http://iquilezles.org/www/articles/proceduralgfx/inspire2008.pdf 102 comments programming
- WebGL Shader Toy REPL by iq/rgba with INSANE shader demos (w/ src) including Chocolux, Slisesix + Kinderpainter http://www.iquilezles.org/apps/shadertoy/ 15 comments programming
- Techniques behind the Elevated 4k intro (with screenshots, so it's worth a look even if you don't know Elevated :-)) [PDF] http://iquilezles.org/www/material/function2009/function2009.pdf 67 comments programming
- Techniques behind the Elevated 4k intro (with screenshots, so it's worth a look even if you don't know Elevated :-)) [PDF] http://iquilezles.org/www/material/function2009/function2009.pdf 5 comments coding
- Remember that amazing terrain generation 4k demo? Here are some slides from one of the creators. http://iquilezles.org/www/material/function2009/function2009.htm 14 comments programming
Linking pages
- Introducing GPUI: the GPU-accelerated UI framework powering Zed https://zed.dev/blog/videogame 306 comments
- GitHub - fogleman/sdf: Simple SDF mesh generation in Python https://github.com/fogleman/sdf 57 comments
- Curated Code CAD | CadHub https://learn.cadhub.xyz/blog/curated-code-cad/ 40 comments
- Making-of “Turtles all the way down” | The Infinite Loop http://geidav.wordpress.com/2013/04/14/making-of-turtles-all-the-way-down/ 32 comments
- Signed distance functions in 46 lines of Python https://vgel.me/posts/donut/ 27 comments
- FUSE https://www.thefuselab.io/ 26 comments
- Blurred rounded rectangles | Raph Levien’s blog https://raphlinus.github.io/graphics/2020/04/21/blurred-rounded-rects.html 26 comments
- GitHub - google/swissgl: SwissGL is a minimalistic wrapper on top of WebGL2 JS API. It's designed to reduce the amount of boilerplate code required to manage GLSL shaders, textures and framebuffers when making procedural visualizations or simulations. https://github.com/google/swissgl 22 comments
- Román Cortés http://romancortes.com/v2/nefertiti-1kb.html 21 comments
- Signed distance fields – Almost looks like work https://jasmcole.com/2019/10/03/signed-distance-fields/ 9 comments
- GitHub - chenglou/pure-css-shaders-art: At the intersection of art and bad performance https://github.com/chenglou/pure-css-shaders-art 7 comments
- On WebGL — Acko.net http://acko.net/blog/on-webgl/ 6 comments
- GitHub - TristanAntonsen/tinymarch https://github.com/TristanAntonsen/tinymarch 4 comments
- GitHub - wwwtyro/sdf-csg: Generate meshes from signed distance functions and constructive solid geometry operations. https://github.com/wwwtyro/sdf-csg 3 comments
- Getting started with creative coding - Head Process https://headprocess.com/other/2023/09/02/creative-coding-getting-started.html 3 comments
- Graphics Blogroll https://thenumb.at/Graphics-Blogroll/ 1 comment
- Graphics Programming – Where To Start? – Stefan Pijnacker https://www.stefanpijnacker.nl/article/graphics-programming-where-to-start/ 1 comment
- GitHub - patriciogonzalezvivo/lygia: lygia, it's a granular and multi-language shader library designed for performance and flexibility https://github.com/patriciogonzalezvivo/lygia 0 comments
- Ray Marching and Signed Distance Functions http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ 0 comments
- GitHub - terkelg/awesome-creative-coding: Creative Coding: Generative Art, Data visualization, Interaction Design, Resources. https://github.com/terkelg/awesome-creative-coding 0 comments