Josip Å tajdohar

Shading portfolio Coding portfolio

Portfolio

I am pushing myself to never use textures or models while creating shader art as that forces me to learn new, creative ways of implementing visuals. The downside of that is that a lot of the work on this site is realy gpu heavy. When viewing my work, the fps rate is visible in the top left corner. The renders will reset themself automatically when resizing the browser window so you can increase the fps rate by making the window smaller. Please be advised to make the browser window smaller if you are using a low end PC.

Raymarched walking animation.

Live work Fragment shader

My latest work: raymarched walking animation. Wanted to challenge myself with an animation of something alive. Of course mankind wanted to have a mathematical equation for this beauty from the beginning of time. Jokes aside, it was a real challenge to get the shape and the moving and shaking feel real and I couldn't have done it without the help of my wife's keen eyes. The background isn't raymarched for performance reasons. I used some tricks that i learned from the disco bellow, but sadly didnt manage to solve a singularity thats outside of the classic 16 : 9 aspect ratio.

Newtons fractal

Live work Fragment shader

After watching 3blue1browns video about newtons fractal wanted to play with it myself. In the end, I incresed the factor in the linear approximation to get an more interesting image.

Satrun-like planet

Live work Fragment shader

Raymarched planet with a changing atmosphere made by 3D fractional brownian motion. The stars and sun are spherically mapped to the background.

2D global ilumination

Live work Fragment shader

2D global ilumination on 2D raymarched objects. The outer lense changes after each period of the light moving left right. Work based on this github project. While there the program runned on the CPU I tried my best to make it work inside a shader.

Disco without raymarching

Live work Fragment shader

Wanted to make something that looks 3d whithout raymarching. So I made a truchet pattern and modiffied the uv-s to make it look like a space with a floor and a ceeling.

Infinite gyroid with fog

Live work Fragment shader

Use your arrow keys and mouse to move around.
One of my earlier works with a lot of issues The diffuse lighting is wrong when moving to far from the origin. Didn't use smooth min operations which made the gyroid have sharp edges at the intersections with big empty spaces. I learned a lot about fog while working on this. Based on iq's better fog article.

First try making water surface.

Live work Fragment shader

Sea surface made by 2D fractional brownian motion as a height map. Mountains are reapeated and offseted 1D fractional brownian motion. The stars simple hash noise raised to a high power (while cheep this solution can cause flickering pixels).

2D global ilumination with refractions

Live work Fragment shader

2d global ilumination with refractions on 2D raymarched objects. Work based on this github project. While there the program runned on the CPU I tried my best to make it work inside a shader. Couldn't restructure the recursion correctly so the intensity of reflected and refracted reys is lower than it should be.