Raymarching Bubbles
Animated metaballs rendered in real time via raymarching - smooth union SDF blending sixteen spheres into a single flowing surface, shaded with Blinn-Phong lighting.
Animated metaballs rendered in real time via raymarching - smooth union SDF blending sixteen spheres into a single flowing surface, shaded with Blinn-Phong lighting.
Photographs processed through iterative pixel displacement in Processing - each pixel shifted according to its neighbors' luminance values, turning landscapes into geological cross-sections.
An exploration of non-photorealistic rendering in Unity, inspired by the graphic style of Jean Giraud. Clean line art, flat colors, and hand-drawn hatching are achieved through custom shaders in Unity's URP, replacing the standard lighting pipeline with one built entirely for artistic control.