2D SDF blobs v.2

Two layers of blobs are generated using a signed distance field. The blob closer to the camera refracts light based on how thick its surface is at the point where the ray enters its surface.

This runs almost entirely on the GPU / via fragment shader. Created with Island, real-time.



Further Posts:

Colour Emulsion Simulations research real-time island art
Watercolours Experiments research real-time island art
Fractures research real-time
Love Making Waves fft real-time island research
2D SDF blobs v.1 research real-time island
Physarum Simulations research real-time
OpenFrameworks Vulkan Renderer: The Journey So Far writeup vulkan real-time software design
New Order research real-time
World real-time research
Mass Movement #1 research art