This is a collection of simple shaders in Shadertoy that show how to draw basic elements using basic functions like step and smoothstep. If you're new to Shadertoy or shader programming in general, you might find these useful. In the following paragraphs, you'll find shaders that illustrate some simple functions and …
Read MoreNostalgia time! The early '90s were a golden era for the demoscene. In 1993, Second Reality hit like a bombshell for all of us messing around with computers and coding. No 3D acceleration back then, just CPU and raw code. Future Crew dropped their demo at Assembly, and a wave of inspiration spread across Europe. Every …
Read MoreIn this second chapter, the focus is to implement a simple application using the components and the flow described in the previous one. You start creating a very minimal application: drawing a static 2D triangle. First D3D 12 Application: Drawing a Triangle This simple task already requires a certain effort, …
Read MoreThis series is a collection of my personal notes as I review and study DirectX 12. I'm not an expert, but I'm documenting what I learn along the way to help solidify my understanding and possibly assist others who are also exploring this topic. These notes are informal and meant as a reference for myself, rather than a …
Read MoreAssembly Summer '24 has come and gone, and I had the great joy of seeing my little 1k intro on the big screen and see some living legends of the Demoscene. I also took 3rd place in the compo, which isn't bad at all. This is the ShaderToy version of the 1kb demo I presented: CubeSink See you next year with more …
Read MoreAnti-aliasing is a technique used in computer graphics to reduce the alias we have described in the previous chapters. Here there is an example in ShaderToy of three popular anti-aliasing algorithms: SSAA (Super-Sample Anti-Aliasing), MSAA (Multi-Sample Anti-Aliasing), and TAA (Temporal Anti-Aliasing). Please check the …
Read MoreAs we've seen before, aliasing happens when the sampling rate is too low to properly reconstruct the original signal. With computer-generated images, it happens because these images come from a mathematical continuous description of the 3D scene. The signal we're trying to display isn't bandwidth-limited, so aliasing …
Read MoreSampling means to take samples of the continous signal at discrete intervals. Filtering is the opposite operation: reconstructing the continuous time signal from its discrete samples. Info In this pages you'll find some shaders written with Shadertoy, and some Desmos graphs. Read how to use the interactive content in …
Read MoreLet's introduce the definition of signal, and some of the properties used to describe it. Info In this pages you'll find some shaders written with Shadertoy, and some Desmos graphs. Read how to use the interactive content in this site. What is a signal As stated in the Introduction a signal, broadly speaking, is any …
Read MoreThis is a brief introduction of the main topics that will be elaborated during the series: signals, sampling, filtering and aliasing. Info In this pages you'll find some shaders written with Shadertoy, and some Desmos graphs. Read how to use the interactive content in this site. What is a signal A Signal, broadly …
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