Inigo Quilez discusses his journey from the demoscene to Pixar, creating Shadertoy, and using mathematics to render 3D visuals.
Inigo Quilez is a pioneer in creative coding, known for using pure mathematics to render stunning 3D visuals. In this episode, he shares how his unique path took him from demo scenes to Pixar, where he built tools to grow entire forests with code. We dive into his work on Shadertoy, why he created Quill for VR art, and his thoughts on C++, artistic expression, and building powerful tools for artists.
Heart Created with Math: youtu.be/aNR4n0i2ZlM?si=tzBOOlfB9p97SiS5
Skull Shader: shadertoy.com/view/4XsfDs
Youtube Channel: youtube.com/channel/UCdmAhiG8HQDlz8uyekw4ENw
Website: iquilezles.org/
X: x.com/iquilezles
Wookash Podcast
Show links: podcasters.spotify.com/pod/show/lukasz-sciga
Spotify: open.spotify.com/show/7tExkDJcI6vvmpCguX8Ygd
Apple Podcasts: podcasts.apple.com/us/podcast/wookash-podcast/id1683109481
Youtube: youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w
RSS: anchor.fm/s/dd7643a4/podcast/rss
X: x.com/wookash_podcast
- just a toy - not a job
- demoscene
- old demoscene approach
- tools vs toys and years of experience
- antialialiasing and how important is quality of final image
- VR tools
- tools for movie and 2GB of vram
- "hardcoding for something you will use only once or twice"
- "you are genius"
- move from movies to something else
- raytracing is gread
- real time rendering
- UE4
- AO colorize
- fine-tuning control of lighting
- VR movie
- heart from sphere
- UE4 tools for VR
- new tools to make new tools
- actual artist approach for tool development
- 3d space and technical challenges
- "gpus shouldn't necessarily be used to create better shading”
- "GPUs to help with UX”
- all low level languages replaced at some point
- artist should not think about this
- iterations
- classical artist making art for 3d VR movie
- more details
- technical challenges
- sane programming - do not do spaghetti pointers everywhere
- modern C++
- "think if you do smart pointers you don't you don't understand your program"
- "we should ban it same as goto"
- understanding of program code for programmers
- after tool for movie
- VR "from super hype to...." (and same for another area now)
- tool to produce film quicker
- just draw it
- "headset that works"
- hardcore engineer as product manager
- shadertoy mentioned
- left the company reasons
- LLM and all these AI
- shadertoy
- "it's the YouTube for the computer graphic nerds"
- prototyping tool
- super users
- first version of shadertoy
- 2013
- web dev
- maintaining
- money for servers
- "I think I have seen I'm not going to
Why it's here
1 person recommends this
What people say. Recommended as an inspiring and deep conversation with a legendary graphics programmer and pioneer of creative coding.
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u/S48GSin r/GraphicsProgramming • Recommends
New iq video - Wookash Podcast - Painting with Math | Inigo Quilez
Context:
* 4:00 - just a toy - not a job
* 5:50 - demoscene
* 8:50 - old demoscene approach
* 15:00 - tools vs toys and years of experience
* 20:00 - antialialiasing and how important is quality of final image
* 23:10 - VR tools
* 25:10 - tools for movie and 2GB of vram
* 33:00 - "hardcoding for something you will use only once or twice"
* 35:10 - "you are genius" - and perspective - interesting
* 39:00 - move from movies to something else
* 43:45 - raytracing is gread
* 46:10 - real time rendering
* 47:50 - UE4
* 51:00 - AO colorize
* 51:50 - fine-tuning control of lighting
* 53:00 - VR movie
* 58:00 - heart from sphere
*…