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Inigo Quilez: computer graphics, mathematics, shaders, fractals, demoscene

iquilezles.org

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Re: Inigo Quilez: computer graphics, mathematics, shaders, fractals, demoscene

#32
post #25
post #12

I had the incredible good fortune to cross paths with iq at Pixar; I was an intern while he was developing the Wondermoss procedural vegetation system for Brave. A bunch of us interns were already fans of his work from the demoscene world and upon learning this, he was kind enough to put together a special lecture for the interns on procedural graphics and the work he was doing for Wondermoss. That was one of the bes…

What sort of tech/techniques did wondermoss use? Was it generating polygons?

It's shader-based using a technique called raymarching.
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