Alexander Ameye
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Jump to heading # Introduction A few years ago I was working on a mobile augmented reality application where users were able to use their phone to place objects within the environment. To help them with this, there was a 3D reticle visible on the screen that reacted to the environment. There are several key...
Jump to heading # In the last episode of ... In my previous post, I talked about how I created a physically-based CPU path tracer in Rust from scratch. It was a good start, but one of the limiting factors while developing it was iteration speed. Each time I modified the scene or changed some parameters, I had to...
Jump to heading # How this site works Over the years, I've been asked multiple times how I made this blog website. Some of the technologies I've used have changed over the years, but this is the current stack. 📄 github-pages for free hosting ⚙️ 11ty for static site generation 🐐 goatcounter for analytics 💎...
Jump to heading # Introduction This weekend I was working in Blender and noticed their easy to use circular menu. By pressing a button, the menu appears and then by pointing your mouse in a direction, you can select one of the options. Pie menu in Blender. Jump to heading ...
Jump to heading # Introduction A while ago, I made a shader for a project of mine to simulate halftone shading. This note quickly explains how I created the effect. Jump to heading # Creating a dots pattern To start, I created a Dots Pattern subgraph to create...
Some renders made with my path tracer. Jump to heading # First Steps As so many people out there that want to get into writing a raytracer, I started with raytracing in one weekend. I can 100% recommend this as a starting point, even if you are not familiar with ray tracing at all. While there...
Jump to heading # Introduction I will go over my method of rendering real-time caustics. The goal is not to generate a physically accurate result, but rather to achieve real-time, controllable, good-looking water caustics effects. A good way of working with caustics is by creating caustics volumes. Essentially...
Jump to heading # Introduction Since the introduction of Unity's Scriptable Render Pipeline in 2018, you can create your own custom render passes and inject them into the render pipeline. Since the documentation on them is still lacking, I created this basic template pass that could function as boilerplate code...
Jump to heading # Introduction During the few months between November 2019 and April 2020 I created a stylized water shader for the Universal Render Pipeline and published it on the Unity Asset Store. The asset was received positively with 94% five star reviews and the asset was even nominated for the best...
Jump to heading # Introduction In the first few months of 2020 I created three 60-second shader tutorials. These tutorials were meant to be quick, to-the-point and dense in information. Jump to heading # Stylized Water Shader A simple but effective water...
Jump to heading # Introduction A short breakdown of how I made a holographic card shader. The goal was to do as much as possible in the shader itself without relying on any textures. I ended up using a single 3D model for the Pokémon and a single texture for the text. The design of the card was inspired by Rob...