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Published on Dec 14, 2011
another live coding session. in this case, i quickly wrote a small raytracer/raymarcher, from scratch. then modeled a procedural apple and a ground plane, and lastly i procedurally shaded it (textured and lighted).
the process involved implementing a primitive perlin noise function, some local lighting equations, some fake soft shadow technique, some fake ambient occlusion tricks, and a camera system, among other things.
because i didn't want to make the video too long, the procedural modeling and texturing part of the video is in fact pretty simple.
in fact, bear in mind that everything you see was pretty much improvised. things could have looked a lot better, of course. especially lighting. in fact, the final and fixed version of this work, with better lighting and details, can be found here
again, this video was live recorded as i designed and coded the thing on the fly. as can see, i made several mistakes during the process and there is lots of wasted time while i think or while i browse up and down in the code hunting for the bugs (i'd say usually coding happens at a faster rate than during this recording). so, i speeded this video's framerate up by two before uploading to youtube, so it would be a little bit shorter and easier to watch. lastly, you'll see some cuts/discontinuities here and there. that's cause the video driver hang few times during the session, and i lost few frames.