Senior software engineer by trade, maker by obsession. I design, print, machine and photograph — and write it all down.
A practical introduction to the three foundational shading models — Lambert, Phong, and Blinn-Phong — implemented as Unity shaders, covering diffuse and specular lighting from first principles.
The physics behind a Crysis-style sky: how Rayleigh and Mie scattering shape atmosphere color at different times of day. Work in progress.
A practical introduction to toon shading. We'll build a stylized lighting model and combine it with post-processing to create a classic cartoon rendering effect.
A look at Horizon Based Ambient Occlusion (HBAO) and how it approximates occlusion using screen-space horizons.
A test dev log entry for verifying the devlog flow.
A collaboration, a hardware question, or just comparing notes on printers — the inbox is open.