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Long time no see! I've been busy working on the next 10 Lego movies. But hey, here is my first shadertoy contribution.
Updated 09-08-2015 at 12:58 AM by Artur
Another WebGL demo based on previous eye shader project. Might be a bit of an overkill for this 2D/3D hybrid. Also has some seriously lazy way of displacing the eyelids. Should be passing eyeball rotational vector for positioning the displacement instead of approx mouse location.
Credits to M.C. Escher and my brother for helping out with few textures.
Built using Three.js libraries.
My first attempt at WebGL using Three.js libraries. Check it: http://www.vill.ee/eye
Eye shader main features:
Texture raytracing to simulate cornea refractionsLoads of parameters to customize the eyeCornea vertex displacementNormal mapsReflectionsSimple image based 'lighting'
There is still some room for optimization in fragment shader. I feel like, I'm doing too many space transformations at the end. Also, I couldn't figure out how to access gl_ModelViewMatrixInverse in vertex shader so modelViewMatrix gets inverted in the vertex shader. Recalculating normals of displaced vertices is also questionable. I'm planning to add cat eye shape and caustics.
Environments from hdrlabs.com and zbyg.deviantart.com
Eye textures from milesresearch.com and Lukas Hajka
Images processed with Photoshop and Crazybump
Updated 02-24-2014 at 11:36 PM by Artur
Currently available for work. Preferably in Sydney area.
My online portfolio and resume http://artur.vill.ee
Or download directly: http://artur.vill.ee/ArturVillResume.pdf
email: artur.vill @ gmail.com
Updated 02-20-2014 at 11:49 PM by Artur
In 2013 I worked on The Great Gatsby, recreating New York of the mid 1920s. One of the tasks was to develop a shader that simulates the parallax of interior walls behind thousands of building windows. In short, its a simple texture raytracer. In fact it was quick and simple enough for a CgFx port so that artists can have an instant feedback when setting it up.
It was presented at an Autodesk event by our Lighting Lead and featured in Digital Media World interview:
“A custom shader we developed was a hologram shader for buildings. Since we didn't have time to model interiors for every building in Manhattan, surfacing artist Artur Vill took an idea from video games, starting from our flat windows and shop fronts and letting us dial in parameters for room depth, wallpaper variation, interior lights, curtains - all from a shader that worked correctly in stereo. Viewers barely notice it in the final shots, but would definitely notice if it wasn't there, and just accept that all the windows have a proper room behind them.”
Updated 08-20-2015 at 09:55 AM by Artur