## Spring dynamics for production

Over the course of a few years the spring dynamics code my colleagues and I were writing at Studio Gobo evolved significantly. This post documents that evolution in the hope that it will be useful for others.

## Shader Breakdown – Wriggly

I was really inspired by the simplicity and elegance of the Mimic rig developed by Sony Imageworks for the film Edge of Tomorrow, and tried to do some of the tentacle stuff in a shader. This post gives a breakdown of the result.

## Wave simulations on ShaderToy

In this post some wave simulations on ShaderToy are discussed and compared with wave equation theory. The conditions necessary for stability are also given.

## Fixed Point Iteration talk at GDC 2016!

I attended my first GDC in 2016 and gave a talk on Fixed Point Iteration (FPI)! This post has a preprint version of the slides, some additional notes, and a list of the references with links.

## Curvature Sampling

Importance Sampling theory is used in graphics and other fields to reduce variance when integrating a function, such as evaluating the rendering equation. Here important samples are the ones that contribute most to the integral, so large function values (e.g. a light source reflected on a glossy surface). In this writeup I explore sampling proportional to the curvature of a function, instead of its value.

## Hello internet!

The purpose of this blog is to extract some of the half-baked ideas from my cluttered mind and publish them in the hope that someone will find them interesting… or perhaps even useful!

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