Long time no see! I've been busy working on the next 10 Lego movies. But hey, here is my first shadertoy contribution. https://www.shadertoy.com/view/ltjGDd
Updated 09-07-2015 at 11:58 PM by Artur
Another WebGL experiment with Three.js Real world sky dome lighting and shading: http://www.vill.ee/rig Not really finished (nothing ever is) but working features so far are: Physically Based Atmosphere shaderIrradiance bake (using three.js IcosahedronGeometry for sampling directions)Blurry reflectionsReal world sun positioning with Google MapsCloud cover from Google Maps Weather Layer... And things I'm hoping to add Google Maps WebGL buildings (possible?)Moon and accurate starsFog, Rain, Snow from Google WeatherCloud animation from Google Weather wind directionCloud lightingProper irradiance samplingSun directional light hack needs proper sampling tooUpload source code somewhere useful but currently can be sourced from vill.ee/rig/full.html Notes: Bug in Three.js. When normal maps in use, cube reflection map coordinates are wrong. World normals are replaced with view normals and thats incorrect.Only works in Chrome for some reason Libraries and source codes used: Three.js, Atmosphere Shader, snoise, SunCalc, dat.gui, Google Maps, jQuery, Raphaël
Updated 05-07-2014 at 01:06 PM by Artur
http://www.vill.ee/escher 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 10:36 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 10:49 PM by Artur