About me and my Art 🚀
Work
Mini-Minecraft ( C++, OpenGL, GLSL)
Monte Carlo Path Tracer ( CPU and GPU )
BAYMAX: SDFs and Subsurface Scattering
Playful Palette [SIGGRAPH Paper Impl.]
PBR with Environment Mapping & SSR
Procedural Marauders Map ( Unity, C# )
Comic Book Toon Shader (C#, Unity, HLSL )
Procedural Jellyfish ( Houdini )
Mesh Editor ( C++, OpenGL )
Fireboi ( WebGL, Typescript )
Raycasting Shadertoy
Lego-ifying a Mesh ( Houdini )
Trippy: Group Travel Planning made Easy
Contact
Insha Lakhani
About me and my Art 🚀
Work
Mini-Minecraft ( C++, OpenGL, GLSL)
Monte Carlo Path Tracer ( CPU and GPU )
BAYMAX: SDFs and Subsurface Scattering
Playful Palette [SIGGRAPH Paper Impl.]
PBR with Environment Mapping & SSR
Procedural Marauders Map ( Unity, C# )
Comic Book Toon Shader (C#, Unity, HLSL )
Procedural Jellyfish ( Houdini )
Mesh Editor ( C++, OpenGL )
Fireboi ( WebGL, Typescript )
Raycasting Shadertoy
Lego-ifying a Mesh ( Houdini )
Trippy: Group Travel Planning made Easy
Contact
Raycasting Shadertoy
I played around on Shadertoy for the first time! This is a  fragment shader meant for rendering a 3D scene using ray marching and Signed Distance Functions (SDFs) with simple lighting and reflection effects. Check it out
here
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