goto Tom:
VFX Software Developer
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Personal Work
Blog
GitHub
About Me
GlobalGameJam – “Gnome Comb”
Think Procedural Fractal Project
HOULY 2020 Day 31 – Incandescent
HOULY 2020 Day 30 – Rough
HOULY 2020 Day 29 – Silky
HOULY 2020 Day 28 – Noise
HOULY 2020 Day 27 – Translucent
HOULY 2020 Day 26 – Metallic
HOULY 2020 Day 25 – Underground
HOULY 2020 Day 24 – Ancient
HOULY 2020 Day 23 – Waterway
HOULY 2020 Day 22 – Sky
HOULY 2020 Day 21 – Urban
HOULY 2020 Day 20 – Space
HOULY 2020 Day 19 – Peak
HOULY 2020 Day 18 – Muscle
HOULY 2020 Day 17 – Bones
HOULY 2020 Day 16 – Feathers
HOULY 2020 Day 15 – Drool
HOULY 2020 Day 14 – Scales
HOULY 2020 Day 13 – Slime
HOULY 2020 Day 12 – Fur
HOULY 2020 Day 11 – Squash & Stretch
HOULY 2020 Day 10 – Slow-Mo
HOULY 2020 Day 9 – Growth
HOULY 2020 Day 8 – Falling
HOULY 2020 Day 7 – Speed
HOULY 2020 Day 6 – Swing
HOULY 2020 Day 5 – Wave
HOULY 2020 Day 4 – Fire
HOULY 2020 Day 3 – Water
HOULY 2020 Day 2- Wind
HOULY 2020 Day 1 – Earth
GPU Fractal Renderer – Romanesco
Occlusion Pattern Plugin for PRMan20
BFX Charity Short: “Pixelbusters”
[Eurographics 2016] Simulate Skyglow in Nishita’s model
Experimenting with GLSL Fractals