Thomas Hooper
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tdhooper.bsky.social
Thomas Hooper
@tdhooper.bsky.social
Code artist. Graphics programmer (ex Jumpship Studio). Web developer (ex Last.fm). he/him
mastodon.gamedev.place/@tdhooper · x.com/tdhooper · stainlessvision.com
Reposted by Thomas Hooper
hello my talk is online now and you can watch it

www.youtube.com/watch?v=UxGx...

(it's pretty good IMHO)
Implicit Surfaces & Independent Research
YouTube video by Matt Keeter
www.youtube.com
March 12, 2025 at 6:53 PM
Thanks for pointing this out, I think you're right. I tried a different approach; jittering the dots a little www.shadertoy.com/view/4XVBDh
Shadertoy
www.shadertoy.com
January 28, 2025 at 9:28 PM
This is a lot less elegant, but kind of interesting www.shadertoy.com/view/4XGBzz
Shadertoy
www.shadertoy.com
January 25, 2025 at 3:29 AM
Beautiful effect, and thank you for the detailed explainer!

I wonder how it would look with a noisier distribution of dots? Might help with the artifacts at glancing angles

Here's a rough sketch using fractal layers of voronoi www.shadertoy.com/view/M3cfWf
Shadertoy
www.shadertoy.com
January 24, 2025 at 2:10 AM
Exploring the fractal reef
January 23, 2025 at 3:02 PM
cool :) I've applied
January 23, 2025 at 12:23 PM
I am, though are they okay with fully remote? I’m in London
January 23, 2025 at 11:41 AM
That’s handled by Three.js threejs.org/examples/mis...

To position them, I execute the map function separately to find the jacobian matrix of p for each gmTransform invocation

Changes to the gizmos are then sent back to the shader as uniforms
three.js webgl - transform controls
threejs.org
January 20, 2025 at 8:55 PM
It's really fun to explore fractals this way tdhooper.github.io/offline-shad...
January 20, 2025 at 5:00 PM
Doing the same in 3D is similar, but we need to find the axis of rotation as well as that convergence point, I break that down here www.shadertoy.com/view/wslyzH
Shadertoy
www.shadertoy.com
December 4, 2024 at 3:29 PM
Once we've put all that together we can have some fun with it ;) here's the shader used to make these gifs www.shadertoy.com/view/lf3BDr
December 4, 2024 at 3:24 PM
Finally we just need to scale exponentially instead of linearly
December 4, 2024 at 3:24 PM
Notice there is a point that the fractal converges on, if we rotate around that, it looks better but there's still a little jump

I've a method for finding this point of convergence here www.shadertoy.com/view/tscBDH
December 4, 2024 at 3:24 PM
We can try linearly interpolating from one transform to the next, it loops, but it's not continuous
December 4, 2024 at 3:24 PM
Let's look at the problem in 2D, we want to achieve this, moving from one face to the next in a smooth continuous movement
December 4, 2024 at 3:24 PM
Finding a camera path that loops seamlessly is straightforward if you're just spinning around an object, or zooming in to a point... but I wanted a path that seamlessly loops between two parts of any self-similar fractal.
December 4, 2024 at 3:24 PM
Bluesky seems to have lost the video, so here's a link instead www.youtube.com/watch?v=ce-1...
Fractal Polycephaly
YouTube video by tdhooper
www.youtube.com
November 26, 2024 at 2:15 PM
I've messaged you on linkedin :)
November 26, 2024 at 1:56 PM
Once we have these closest hexagon centers, we can calculate an SDF for the hexagon edges, use that to fracture our head geometry, and even blend smaller heads into the hexagons :)
November 22, 2024 at 4:39 PM
Here's a shadertoy with a minimal version of this geodisic tiling method www.shadertoy.com/view/XtKSWc
Shadertoy
www.shadertoy.com
November 22, 2024 at 4:25 PM