stephan mantler

en English
Home | Store | Slide Shows | Panoramas & Large Images | D70s Camera Repair How-To | Contact

Unintended Beauty

Sometimes bugs or debug tests produce nice pictures, as in this case, which turned some random test data into a cool, semi-crystallized picture. I guess I’ll have to save those shaders just in case. For the reference, this one is supposed to do tangent space displacement mapping through ray tracing, but instead of writing out [...]


Tangent Space Displacement Mapping Shader

We’ve got a neat new idea for a displacement mapping shader, so this week is the first time I have seriously looked at HLSL shader development… Took a while to find my bearings, but it’s a fun topic. I’m mainly using NVidia‘s FX Composer, which is a very nice tool. I’ve also downloaded ATI‘s counterpart, [...]


DirectX Normal Maps

After unsuccessfully trying other options to create a normal map for a tree I had in POV-Ray format, I wrote a small RenderMan shader and used PovMan instead. The result is quite good, as you can see in the picture.


DirectX HLSL Shader

After much playing around and getting to know DirectX and its HLSL shader language, I have finally something at least remotely worthy of a screen shot.. it doesn’t look like much yet, the trees are fake and don’t overlap properly – but each of the ~7000 trees you can see has its own individual position [...]


After →