Ben Skinner

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Tag Archives: sdf

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.…

Tags

ala album art express baio bcii blender c++ code CSIRO css data arena front-end glsl html Internship javascript js major work music visualization music viz Networked Networking OpenGL Open Source pipeline programming ray marching realtime real time remix sdf shader shaders shadertoy td tycho UE4 Unity Unreal Engine 4 usd uts visual arts visualization web design web development

Fields of work

  • Art
  • Code
  • Lead
  • Real-Time
  • Shaders
  • Uncategorized

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