CG:SKEELOGY
CG:SKEELOGY
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   PROJECTS
       + games (4)
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   PROGRAMMING
       + simulations (8)
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       + rigging & deformation (4)
       + computer graphics (3)
       + artificial intelligence (2)
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   CG
       + rigs (7)
       + models (7)
       + effects & simulations (3)
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       + physics simulation (1)
   ME
       + honours & awards (8)
       + events (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
  + Now On Twitter   + CG:Skeelogy v1.1: The Web 2.0 Version   + Best Physics Knowledge Base Entry In Intel Havok Physics Contest!   + Community Voting Prize In Intel Havok Physics Contest   + Working at Double Negative in London
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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
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.
I am currently working at Double Negative Visual Effects in London.
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Copyright © 2003-2010.
All works are original ones by Skeel, unless otherwise stated.