DIEGO F. GOBERNA
Random Experiments
Since the ZX Spectrum, I've been hooked to digital graphics, 2D and 3D software, procedural algorithms and techniques. Whenever I have the chance I love to experiment and make prototypes, algorithms or tools (I love making tools for graphics!).
This is a compendium of random tests and experiments I made along the years (some very old), and will try to keep updated.
"House of Cards"
- Houdini
When Radiohead released their LIDAR-based videoclip for the song "House of Cards", they also released some point cloud data so everybody could play with them (link). I converted the CSV files to OBJ and played with them in Houdini.
Cities from maps
- Houdini
Generating a procedural city out of an image with the street layout.
Artistic visualization of a single neuron
- Houdini
- Photoshop
The authors of a psychophysiological experiment at the local University asked me to make artistic renderings of a sample of their data, four recordings of the electrical activity of a single neuron.
Houdini proved to be the best tool to manage this task. The first image corresponds to the raw data normalized and rendered in grayscale.
Nintendo DS
- C
Little tests programming for the Nintendo DS (roms: nds-test.nds, nds-fire.nds).
Fluid solver
- C++
- TinyPTC
Direct implementation in C++ of Jos Stam's "Real-Time Fluid Dynamics for Games" famous paper. Using the fantastic TinyPTC library to draw pixels on Windows.
Fluid solver in 1872 JS Bytes
- Javascript
Same as above, but this time in Javascript and trying to get a nice thing to present in the great js1k.com contest. I didn't present this one, since I didn't manage to shrink it to 1024 Bytes without destroying it too much, but had a lot of fun implementing the algorithm.
(I didn't find the code yet, just these two screenshots..)
Boids
- Actionscript
Implementation in Flash of a boids system with different behaviours.
Raytracers
- C++
- Win32
- MEL
- Python
Basic raytracer done in C++.
Willing to know how far I was from a professional raytracer, I made a MEL script in Maya to export to my scene format and be able to compare both renderers:
Years later I did another raytracer in Python:
Cellular textures
- C++
- Photoshop
Synthesis of cellular textures, based in Voronoi diagrams. Coloring in Photoshop.
Raymarching SDFs
- Javascript
My humble incursion into raymarching Signed Distance Functions. Link.