TERRAIN/
PROCEDURAL TERRAINwork/01_terrain01 / 03
Procedural terrain computing heights, erosion and materials entirely on the GPU.
VIEW PROJECTCODEGRAPHICSCURIOSITY
SHADERS, SIMULATIONS AND REAL-TIME RENDERING FOR THE WEB, INSTALLATIONS AND NATIVE ENGINES.
Exploring how code, math and graphics can make the invisible feel real.
EXPLORE WORKPortfolio of a graphics programmer: shaders, simulations and small real-time engines. The site is organised like a filesystem — the tree on the left// FILESYSTEM menu is the map.
work/ = finished projectslab/ = experimentsblog/ = notes
Every preview is a real-time shader running in this tab, not a video. Hover or drag on one to poke it.
renderer:
Finished projects, each a live scene with a write-up.
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PROCEDURAL TERRAINwork/01_terrain01 / 03
Procedural terrain computing heights, erosion and materials entirely on the GPU.
VIEW PROJECTGPU PARTICLE SYSTEMSwork/02_particles02 / 03
GPU particle systems for volumetric forms and atmospheric effects.
VIEW PROJECTSTABLE FLUIDSwork/03_fluids03 / 03
Real-time fluid simulation with vorticity, turbulence and visual feedback.
VIEW PROJECT


Experiments and prototypes — smaller sketches, rougher edges.
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How I work: approach, tools and philosophy.
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I build things that render in real time: shaders, simulations and small engines that run in a browser tab, on an installation PC or inside a native app. Most projects start as a single fragment shader and grow only as far as the idea needs.
I prefer procedural over authored, analytic over sampled, and one well-tuned pass over five generic ones. Constraints — a phone GPU, a two-tone dither, a frame budget — are where the interesting decisions happen.
Ideas in a renderable format. If something can be shown running, it should be — a live frame explains more than a paragraph.
Most of this work is open source. Read the shaders, fork the scenes, break them. Focus, render, simulate, explore, repeat.
Say hello or start a collaboration.
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I’m always open to interesting projects, collaborations and experimental ideas.
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