Ideas have a history.
Selected research connections and credits for adapted shaders in the portfolio.
A paper can motivate a question without being the algorithm implemented here. An imported shader can demonstrate a host’s compatibility while its visual design belongs to its original author. Each entry identifies that relationship.
Shape, strike, sound
Instrument design connects geometry, eigenmodes and excitation. Modal2D explores that relationship through its own procedural instruments, modal tuning and strike maps, with 2D as the main working space.
- Related research
Computational Design of Metallophone Contact Sounds ↗
Optimizes geometry to target frequencies and amplitudes, including designs with different notes at specified impact locations. It is a useful research connection for Modal2D’s tuning and strike inspection; Modal2D does not reproduce the paper’s fabrication and geometry-optimization pipeline.
From a desired outcome to a physical construction
Motion, caustics and thread images each turn a desired outcome into a constrained construction. These references connect the workbench to established research; its small solvers and target checks have their own scope and limitations.
- Related research
Many-Worlds Browsing for Control of Multibody Dynamics ↗
Samples physical simulations and lets the user browse and refine passive motions. This is related context for specifying motion outcomes and exploring possible setups; our inverse-design solver uses a different method and is not an implementation of the paper.
- Related research
String Art: Towards Computational Fabrication of String Images ↗
Optimizes connected string images and fabricates them robotically. Our workbench uses a greedy continuous chord-density model and an optional weighted fit; its small image-suitability pilot is a diagnostic for those local constraints, not a reproduction of this fabrication pipeline.
- Related research
High-contrast Computational Caustic Design ↗
A research direction for designing surfaces that form prescribed caustics. It is also useful context for our limits: difficult high-contrast targets in this workbench do not imply a general impossibility in optics. Our sampled smooth height-field solver is a smaller experiment.
Paint, pen & ink
The same visual idea can exercise different execution models: native GLSL post-processing, a C++ image pipeline compiled to WebAssembly, and WGSL post-processing. These adaptations retain the original shader authorship.
- Shader adaptation
Oil-paint brush drawing ↗
Berger’s brush-stroke and relief-lighting effect is adapted in Realtime Graphics on CPU’s oil-painting mode, WebGPU Atelier’s oil-painting floor and RadianceLab’s GLSL NPR pipeline. The link is the original geometry version cited by the retained shader sources.
- Shader adaptation
Ballpoint & ink-spiral treatments ↗
RadianceLab’s ballpoint and ink passes retain Berger’s attribution. This link opens the author’s collection; the retained copies do not identify the exact original shader pages.
Living fields & sky
These examples are part of the live pipeline: a feedback field feeds later geometry, while a computed atmosphere becomes a shared lighting and background resource.
- Shader adaptation
Mitosis / SmoothLife ↗
The WGSL cell field adapts davidar’s Mitosis shader. Its source traces back to Reusser’s implementation of Rafler’s SmoothLife model; the showcase uses the evolving cells as sinks and fur emitters.
- Shader adaptation
Atmosphere system test ↗
The sky cubemap’s Rayleigh/Mie atmosphere follows Galea’s shader and its Scratchapixel source. The portfolio’s additional cloud and water layers are separate extensions of that scene.
A playground for shader compatibility
Community shaders exercise the editor, resource graph and multipass compatibility. Their imagery belongs to their original authors; ShaderWeave contributes the host, graph, resource handling and inspection workflow. This selection follows the startup example and named nodes visible in recorded showcases.
- Compatibility example
Volumetric Integration ↗
The volumex startup example retains Hillaire’s credit and the Frostbite volumetric-integration explanation. It provides a concrete workload for testing the host’s shader execution and inspection.
- Compatibility example
Auroras ↗
The Aurora shader is named in the recorded compatibility graph, and its retained header credits nimitz. Its appearance demonstrates a shader running inside the host, rather than an original scene authored for ShaderWeave.
- Compatibility example
SmoothLife feedback ↗
The smoothlife node appears in the feedback showcase. Its shader explicitly credits Reusser’s implementation, connecting a continuous cellular model to the editor’s persistent-buffer workflow.
The wider library includes additional imported tests; this page credits the identifiable default and recorded examples.
An integral becomes geometry
The interactive presentation makes an established area-lighting method inspectable: fit a lobe, transform the emitter, integrate its boundary and compare against a sampled reference.
- Algorithm reference
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines ↗
The demo implements the LTC lighting idea and uses GGX lookup data from three.js’s RectAreaLightTexturesLib, derived from Heitz’s reference implementation. The interactive geometry, material studies and comparisons build on that method and data.
This is a focused selection of identifiable sources behind featured work. The projects retain their more detailed technical references and source acknowledgements.