Tutorial Lineup for 2018 (Patreon)
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Every week I receive a few dozens (if not hundreds!) of emails about suggestions and request. While I can't always reply to all, I do read all the emails I receive. I have decided to dedicate more space to tutorials that people have requested. So this is a lineup for some of the the next series that you'll see in the upcoming months...
GPU Sorting. This 2 parts tutorial will expand the Shaders for Simulation series, by showing how to implement sorting algorithms on a shader. If you think it's boring, is only because you haven't see the images that it produces. 🙃
Seam Carving. This algorithm is very popular in Photoshop, where is called Content Aware Scaling. It allows to resize images in a way that preserves as much of the original information as possible. This technique is often used to create funny videos, as it fails spectacularly when used to shrink images below one third of their original size. The tutorial will come with a tool that allows to create videos directly from your images.
Flag Shader. This very efficient shader will simulate the movement of a flag, with different wind conditions. Most tutorials achieve this by using a simple vertex shader. If you know me, you also know that I take no shortcuts. The solution I came up with relies on a non-linear optimisation done in Python. And the result is awesomely realistic.
Journey's Sand. Back in 2013, the creators of Journey did a talk in which they described how their iconic sand effect was achieved. Despite that, they never released any piece of code. Based on their information, I have re-implemented this effect with some small improvements / optimisations. This will be a rather long series in which I'll also discuss how to leave traces on the sand.
Soft Bodies. Unity comes with rigid bodies, which are used to simulate objects that never change their shapes. Soft bodies, on the other hand, can be deformed in various ways. This series will introduce a few techniques to have both jelly-like bodies and fully deformable meshes.
Complexity Theory. A few months ago, yet another paper has been published claimed to have solved P versus NP. This is such an important problem in Computer Science, and I'll do my best to explain it even to the readers that are not familiar with complexity theory.
Making tutorials is not as easy as it seems. The most recent tutorial on Atmospheric Scattering, for instance, took two solid months of work with hundreds of pages of derivation. But I hope it was worth it!
So please, if you have any suggestion please, let me know and I'll see if I can make it happen! 😌