Water’s Edge This cube of water was created entirely in an OpenGL GLSL Fragment shader. By using various raymarching techniques and signed distance fields, I created a nice looking water effect, its heavily faked and uses a single texture as…
Glazed Orb This glazed orb began as an experiment based from of an offline render I created in Blender. I tried to use the render from Blender as a starting point to create a more real-time version of the work.…