Shadertoy @ GPU Technology Conference 2014

by Pol Jeremias on April 1, 2014

1 Comment

This year we (Beautypi) were really fortunate to be able to speak at the GPU Technology Conference organized by NVIDIA in San Jose, CA. For this conference we put together a new talk related to Shadertoy, our talk focused on what people have done in our website over the last year.

The talk was called “Shadertoy : Do You Know What a Fragment Shader Can Do?“. Here is the abstract of our presentation.

[…] we are going to walk the audience through Shadertoy and some of the most innovative, artistic and creative GPU algorithms that our community has been developing over the last 6 months. This includes shaders employing raymarching, procedural texturing, modeling and animation, fractal geometry, image compression and volumetric rendering.

Watch the full talk here:



One Comment

  1. RTShaders:The difference bewteen this tech demo and the screenshots you post is (probably) only in the assets. The model in this demo is a quiet good 3D scan, with 6k by 6k texture maps! The model and textures in your postings are of much lower quality (not trying to be rude, just a fact) .Im just saying that this result could easily be in a game, IF the game wanted to spend that amount of resources on a single face.Anyhow, if you want fast and resonable skin shading in games, I suggest you look at E. Penners Pre-integrated skin shader that will also be presented at this years siggraph.

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