Point Cloud Sandbox
UPDATE – 19 APRIL 2019
As you may noticed, I worked on Point Cloud Sandbox these last weeks to add an export feature, as requested by some CGI fellows.
March 20, 2017
I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors.
August 10, 2014
Fluids through Marching Cube
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
August 2, 2014
GPU SkinnedMesh Instancing
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene?
April 16, 2014
Wet Glass Shader
I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something regarding this water effect.
December 30, 2013
Katana Particle System
Here is a short demo of my accelerated GPU Particle System for Unity.
Compute Shaders Experiments
For 6 months now I try to generate a huge amount of particles and interact with them physically.
June 14, 2013
GLSL Perlin Noise
This small shader simulates water waves. It is built with OpenGL + GLSL in C++. Source files here.
April 5, 2012
C++ Kinect Experience
It’s 2 o’clock in the morning and I’m having fun with Cinder and the Kinect device 🙂