GPU Shader Experiments
Real-time procedural 3D scene generation using ray marching and distance field (also known as 'sphere tracing') accelerated rendering techniques.
Distance Field - Waves - plane deformation, simple reflections.
Mandelcube - Borg Cube?! Outside a more solid looking version of the mandelbox fractal.
Trefoil Knot 2 - on a classic checkerboard floor material with noise texture on the knot surface, plus real-time depth-of-field effect when anti-aliasing is enabled.
Distance Field - Alien Lake - plane deformation with noise textures, reflections and post effects.
Animated CSG shape - animation of various cut out shapes.
Polyhedra Playground 3 - textured polyhedra shapes shown as faces, vertices and segments.
Distance Field - Columns - more sub-surface scattering glow effects on larger objects, with some wizzy camera animation.
Distance Field - Mountains in the sunset - several techniques combined and refined, including real-time fractal noise based terrain generation, natural lighting and height based fogging. Inspiration is again from IQ's amazing work. High-resolution render with anti-aliasing.
Reflective Spheres - real-time reflections, shadows and general shinyness.
Distance Field 1 - my first effort once I got the technique working! Pretty basic compared to the others here, but you have to start somewhere right?
Lots of code/ideas for these demos come from reading and experimenting with techniques from the following resources:
The general technique is explained from page 21 onwards in the above PDF link. If you want to understand this stuff read through the PDF and pouet.net links above!
...but they don't work on my machine!
These Web-GL demos work best on Linux or Mac which have good native OpenGL support. Follow these instructions to get them working in Chrome or FireFox in Windows. E.g. in FireFox
webgl-prefer-native-gl=true and also