Kuwahara's Painting (桑原の絵画)

a 4k exe-gfx released at Tokyo Demo Fest 2021 [pouët] Earlier in 2021, NuSan mentioned the Kuwahara filter in a discord server I'm in. The filter was originally invented to reduce noise in photos without making them look blurry, but it has the pleasant side effect of making images look a bit like paintings if the filter is applied with a sufficiently large kernel size. I started by making a simple tree in a fragment shader....

December 11, 2021 · 2 min

Watchtower

a 4k exe-gfx released at Névoke 2021 [pouët] This entry has been strongly inspired by the artist Windmill and especially their texture generator called JsPlacement. Though, because of size limitations I was not able to embed a texture into the executable, so I made a very minimal copy of the tool using fragment shaders. From here it was a matter of using the generated texture to create an interesting-looking scene. I used the texture as a heightmap for the floor, as a color map for the blue pattern over the geometry, and as displacement on the tower....

August 14, 2021 · 2 min

Off by One

a 4k exe-gfx released at Outline 2021 [pouët] This entry started as a shower thought two days before the deadline: What if I wrote a path tracer but instead of starting the ray at the camera, I start tracing from the light source and put a point on the screen where the ray ends up? This turned out to be fairly easy to implement in vertex shaders since they allow you to put points on the screen at given coordinates and also let you compute a lot of rays at once....

May 14, 2021 · 2 min

Tesseract

a 4k exe-gfx released at Revision 2021 [pouët] I found yet another interesting way to render placeholder geometry :D With this entry, I tried to recreate the look of a point cloud visualization, where there is one scanner in the middle of the scene that samples points outward and the camera is viewing the collected data from the outside. To create a sense of depth, the points are colored according to how close to the scanner they are, and they are rendered with lots of depth of field....

April 4, 2021 · 2 min

Convergence

a 4k exe-gfx entry released at NOVA 2020 [pouët] This was my first proper exe-gfx entry. Up until this point, all of my entries have been real-time, meaning I always had to be careful with using system resources to ensure the entry runs at 60 fps in 1080p. So I decided I wanted to do something with tons of lines, rendered across multiple frames because I could. The system I came up with initially would use one framebuffer to store the start and end position for millions of lines in the XY and ZW components of each pixel respectively, and a second shader would go through and render these onto the screen....

June 21, 2020 · 2 min

Wackelkontakt

a 4k PC intro released at Revision 2020 [pouët] First of all, I want to thank noby for their amazing work with the intro. Not only are they responsible for the entire soundtrack and gave the visuals a final touch, but they also provided the 4k intro framework Leviathan-2.0, which this intro is based on. As a disclaimer, this write-up will be written from my perspective, and I will hence not spend too much time talking about the music or how the framework as linked above works....

April 12, 2020 · 6 min

Glitch Rider

a 4k PC intro released at Evoke 2019 [pouët] This entry is a demonstration of how to fake the data moshing effect using fragment shaders in 4kb. It is the spiritual successor to Kill the Encoder, which was my last 4k intro at the time. Data Moshing Many video codecs use inter-frame compression. The idea is that a frame in a video typically looks similar to the frames immediately before and after it, so most of the time, you can get away with storing only what changed between frames rather than storing all the frames individually....

August 19, 2019 · 4 min

sler.py

The following exchange took place on March 18, 2019 in a conversation about domain hacks on discord: slerpy I just realized if I do that with my handle, it looks a python script yx :D yx write a demo in python yx I want to see the beamslide for sler.py by slerpy Yeah, so that's how that happened. The Entry This is the 4k exe-gfx entry sler.py by slerpy, which renders a picture of slerpy....

August 18, 2019 · 5 min

Think Outside the Box

a 4k PC intro released at Under Construction 2018 [pouët] In this intro, I wanted to play around with real-time graphics using baked, path-traced lighting. I am aware that baked lighting is quite popular in oldschool demos, but as far as I know, this is the first 4k PC intro to implement it. The Lightmap The lighting information for all four rooms is stored in one flat texture, that is rendered at the start of the intro....

December 28, 2018 · 2 min