View allAll Photos Tagged glsl

**stock photography style photo, executive board meeting, modern board room environment, balance of male and female executives having conversation, view of upper body only, cinematic lighting, photography, detailed, hyper realism, high details, 8k cinematic, high resolution, cinematographic, color grading, photography, shot on 16mm lens, ultra wide angle, depth of field, hyperdetailed, beautifully color coded, insane detail, intricate details, beautiful color grading, Unreal Engine, cinematic, color grading, Editorial Photography, Photography, Photoshoot, 16 mm lens shot, Depth of field, DOF, Tilt blur, Shutter speed 1/ 1000, F/ 22, White balance, 32k, Super resolution, Megapixel, ProPhoto RGB, VR, Lonely, Good, Massive, Partial lighting, Backlighting, Daytime Lighting, Incandescent, Fiber Optic, Moody Lighting, Cinema Lighting, Studio Lighting, Soft Lighting, Volumetric, Contre - Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Ilumi Screen Space Global Nation, Ray Tracing Global Illumination, Optics, Scattering, Glow, Shadows, Harsh, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, Offset from GB, Scan Lines, Ray Tracing, Ambient Ray Tracing O cc lusion, Anti - Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL - Shaders, GLSL - Shaders, Post Processing, Post Production, Cel Shading, Tone Mapping, CGI, VFX, SFX, smart design, best design, details, studio lighting, cinemaic, global illumination, Ray Tracing, Ray Tracing ambient occlusion, realistic textures, amazing superb render, magnificent look, 4k, 8k, intricate, ray tracing, cinematic lights, best possible render, unreal details, super resolution, photorealistic, insane beauty, detailed shaders, reflections, octane [...]** - Image #2 <@1013631860846374912>

Venturing into the land of glorious OpenGL shader cheese.

Testing index continuity. I might introduce a breaking change that replaces `t` with `i` (0 - count index). Pre-dividing the index seems to introduce inaccuracy when multiplied back to its original value.

Venturing into the land of glorious OpenGL shader cheese.

wip.. colors are shit right now, but will get better

Venturing into the land of glorious OpenGL shader cheese.

Buy your watches here- goo.gl/IGX7DB

 

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realistic small security system control room, Cinematic, Photoshoot, Shot on 25mm lens, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/1000, F/22, White Balance, 16k, Super-Resolution, Megapixel, Pro Photo RGB, VR, Lonely, Good, Massive, Half rear Lighting, Backlight, Dramatic Lighting, Incandescent, Optical Fiber, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Conte-Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cell Shading, Tone Mapping, CGI, VFX, SFX, insanely detailed and an aspect ratio of 16:9. --ar 16:9 --v 5.1 --style raw - Image #3 @BSSG

Image created using a limited-iteration feedback algorithm. Image is convoluted using two affine transforms: one affine scale and rotate, the other a folding reflection. Colors are chosen from the premap and brightened according to how close they are to any of the lines of reflection, creating the batik-like folding creases.

Tree growth influenced by magnetism, gravity and a pinch of perlin noise.

Venturing into the land of glorious OpenGL shader cheese.

Now with 3d simplex noise!

yase.chnk.us/#v

Venturing into the land of glorious OpenGL shader cheese.

An experiment into producing "painterly qualities" through digital means.

 

A displacement algorithm "smears" an image according to the color values of another one.

 

Programmed in Processing

 

View more: MY WEBSITE | BEHANCE | SAATCHI ART | SEDITION | TWITTER

Exploring a tangent from the Cymatic Fluid studies. No fancy GLSL here, just simple white lines on black background.

Studies for an upcoming installation.

The white fireball trail in the background is a lighted billboard texture attached with a particle affector. The anime red hair is driven by a texture-phong glsl shader. The glass wall is driven another GLSL shader using two textures, the first texture is a normal map and the second is a Render-To-Texture. Also notice the particle droplets in the foreground, it's refracting the image behind it.

The mesh (400x400 vertices) still animates smooth in real time

Studies for an upcoming installation.

Start playing with glsl. And yes, I've no plan about vertex normals.

This artistic cropping must be a new GIF thing?

wip.. colors are shit right now, but will get better

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