Six months ago I wrote about Eigen: a European Google Workspace alternative where you own your data. Back then I had five basic apps, built in two months of spare time. Mail, drive, docs, contacts and Trello-like kanban boards. Minimal, but functional. The post Eigen: Six Months Later appeared first on reindernijhoff.net .
This is a guest post on my website. It is written by Johan Holwerda about the SDF editor he built for the RenderQueue. I’ve been working on a WebGPU-based SDF editor for modeling using signed distance field shapes. The editor supports hierarchical The post WebGPU SDF Editor: Real-Time Signed Distance Field Modeling appeared first on reindernijhoff.net .
Last spring I started wondering: how hard would it be to build my own Google Workspace? Given the situation in the USA and the power large tech companies hold, a European alternative feels needed. Of course, building a workspace yourself The post Eigen: Building a Workspace appeared first on reindernijhoff.net .
I’ve recently created a simple WebGL demo that showcases a lightmapped scene with multiple instances of the same mesh. This project demonstrates an efficient pipeline for creating and exporting complex, lightmapped scenes for web-based 3D applications. You can find the The post WebGL Lightmapping Demo appeared first on reindernijhoff.net .
In my latest project, I’ve explored WebGPU to create a ray tracer capable of rendering the Stanford dragon model (87,130 triangles) in real-time. This project is my first step into WebGPU, and I’m excited to share the result. You can The post WebGPU Ray Tracer: Accelerating the Stanford Dragon appeared first on reindernijhoff.net .
Together with my colleague Johan Holwerda, I’ve created the RenderQueue, a platform where we’ll share a selection of WebGL and WebGPU demos we’ve developed over the past decade. These demos are primarily technical in nature, focusing on proof of concepts The post The RenderQueue appeared first on reindernijhoff.net .
Five years ago, I launched Turtletoy, an online platform that enables users to create plottable generative art using a simple Turtle graphics API. Today, Turtletoy continues to be a popular destination for artists looking for plotter-friendly vector graphics. Why Turtletoy? The post Five years of Turtletoy: a minimalistic, generative art platform appeared first on reindernijhoff.net .
Over the past few weeks, I’ve developed a custom e-ink family calendar as my first Raspberry Pi project. This calendar combines hardware elements inspired by MagInkCal with layout concepts from MagInkDash, resulting in a unique and functional display for our The post E-Ink Family Calendar: a Raspberry Pi project appeared first on reindernijhoff.net .
I am excited to share my latest (award-winning!!1!) hobby project, Rijkscollection, a virtual museum built using WebGL. This platform lets you explore paintings and drawings from the Rijksmuseum Amsterdam. Rijkscollection doesn’t offer a tour of the Rijksmuseum. Instead, it creates The post Rijkscollection: a Virtual Art Museum appeared first on reindernijhoff.net .
I recently collaborated with Mark Knol on “Contemporary Relief” – a generative art project that creates geometric patterns using a WebGL path tracer. We released a collection of 240 unique pieces on fxhash, a generative art platform built on Tezos. The post Contemporary Relief appeared first on reindernijhoff.net .
Over the past few months, I have spent some free time developing Dittytoy: an online platform that allows you to create music using a minimalistic javascript API. All music on Dittytoy is generated entirely in code. So don’t expect easy-to-use The post Dittytoy appeared first on reindernijhoff.net .
I love the rendering style of Townscaper by Oskar Stålberg. Since Townscaper can export your town as a .obj (including three “magic” textures), I thought it would be a nice project to reverse-engineer this style. Last weekend, I finally had The post Townscaper’s rendering style in WebGL appeared first on reindernijhoff.net .
After creating Turtletoy, it was easy to create a second toy website: Oneshader. OneShader is an online tool for creating and sharing WebGL fragment shaders. You don’t have access to 3D models, textures, buffers, or any other (external) resources, so The post OneShader appeared first on reindernijhoff.net .
I’ve been playing with Truchet tiles in my latest Turtletoy project. Let me explain what Truchet tiles are and why they’re cool for generative art. What are Truchet Tiles? Think of a grid made of squares. Now, instead of leaving The post Truchet Tiles: Simple Rules, Infinite Patterns appeared first on reindernijhoff.net .
This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques. The post Robotic Arm appeared first on reindernijhoff.net .
I created a reference shader with ray-primitive intersection routines on Shadertoy. A simple path tracer is used to visualize the scene. I wanted to create a reference shader similar to “Raymarching – Primitives“, but with ray-primitive intersection routines instead of The post Ray Tracing – Primitives appeared first on reindernijhoff.net .
Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed flooded with a continuous stream of RTX On / RTX Off comparisons. After seeing so many nice The post Wolfenstein: Ray Tracing On using WebGL1 appeared first on reindernijhoff.net .
This is the first year that I have participated in the Global GameJam 2019. I created the game “Reinder wants to go home, early” in 4.8 hours. Participating in the Global GameJam 2019 (GGJ) was a really last-minute decision. Having The post Home – Global Game Jam appeared first on reindernijhoff.net .
I have ported most of “ln, The 3D Line Art Engine” by @FogleBird to javascript so it can be used on Turtletoy. The engine can create drawings of 3D scenes, that you can plot using a pen plotter, which naturally The post 3D Line Art Engine (port) appeared first on reindernijhoff.net .
Yet another Cornell Box: a path tracer in a single fragment shader on Shadertoy. Direct light sampling is used to reduce noise. The scene is rendered using 12 samples per pixel. The path tracer is based on “Raytracing in one The post Yet another Cornell Box appeared first on reindernijhoff.net .