CG:SKEELOGY
CG:SKEELOGY
CATEGORIES
   VFX / CG
       + effects & simulations (8)
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       + rigs (7)
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   PROGRAMMING
       + artificial intelligence (2)
       + computer graphics (3)
       + computer vision (4)
       + game technologies (2)
       + rigging & deformation (4)
       + simulations (8)
   PROJECTS
       + games (4)
       + VFX & animations (4)
   REELS
       + demo reels (4)
   TUTORIALS
       + physics simulation (1)
   ME
       + events (10)
       + honours & awards (9)
       + movie credits (7)
       + updates (3)
FEATURED PROJECTS
Soft Body Tutorial: Program soft bodies in XNA!
Cloud Guardian: Shape the Orb to fix clouds!
Muskeelar: Muscle system for games
LATEST UPDATES
  + SIGGRAPH Asia 2012   + Houdini 12 Pyro - Shape Settings Wedge Tests   + Featured in NUS Career Centre Guide 2012   + Credits in John Carter   + NUS Soc Speed Networking Session 2012
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@ programming > computer graphics
SECTION MENU
     + Depth Of Field Using Raytracing
     + Solid Textures
     + Raytracing
DEPTH OF FIELD USING RAYTRACING
Using raytracing techniques to simulate depth of field
DATE
TYPE
EFFORT
Mar 2007
Rendering
Solo
SOLID TEXTURES
Generating a wood solid texture in OpenGL
DATE
TYPE
EFFORT
Mar 2007
Texturing
Solo
RAYTRACING
Simple raytracer done using OpenGL
DATE
TYPE
EFFORT
Apr 2006
Rendering
Solo
 
CG:SKEELOGY
ABOUT ME
FX TD
Industrial Light & Magic
I am a Technical Director with strong interests in both the tech and artistic side of things. My life evolves round visual effects, photography, software engineering, tools programming and generally anything that looks and sounds cool.
I have done a variety of CG programming previously, including fluid simulations, muscle systems, soft/rigid bodies, raytracing etc. These theoretical and programming knowledge complement the visual works that I do as a TD in the VFX industry.
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Copyright © 2003-2013.
All works are original ones by Skeel, unless otherwise stated.