I implemented a eurographics paper on rendering sky and atmospheres called "*A Scalable and Production Ready Sky and Atmosphere Rendering Technique*". Here are a few cool results: #![](/assets/atmos
check from my synthesizer [procedural sfx](
I wrote a monte carlo path tracer based on ray tracing in a weekend series as a stress test for my vector / matrix math library in C++. Here's some raw output: ![raw](/assets/vertopal.com_cpu_path
VDB files are commonly used for storing volumetric density grids, such as clouds or smoke. Blender, Embergen, Houdini are a few sources of such data. More recently there is a sparse specification, cal
There's pretty much nothing worse in graphics programming, when you have a black screen and have no idea why. Renderdoc seeks to remedy this inability to debug the blackbox GPU APIs being interfaced w
motion VAE (neural net) locomotion sequence, blue is ground truth, red is prediction here's one where
I added a FABRIK chain solver to my c++ animation engine from scratch, check out this basic test where it follows the target...
I implemented motion matching based on Daniel Holden's work (https://theorangeduck.com/page/learned-motion-matching) into my homebrew c++ engine.
I got GLTF loading working for skinned meshes in my C++ animation codebase, here's a T-pose.
I implemented laplacian smoothing in my core c++ pipeline using the discrete formulation of the cotangent laplace **[operator](https://en.wikipedia.org/wiki/Laplace%E2%80%93Beltrami_operator)**. As a