0xD4T4M0SH

CODE × GRAPHICS × CURIOSITY

SHADERS, SIMULATIONS AND REAL-TIME RENDERING FOR THE WEB, INSTALLATIONS AND NATIVE ENGINES.

Exploring how code, math and graphics can make the invisible feel real.

EXPLORE WORK

Shaders, simulations and real-time rendering. The site is a filesystem: type help or click around.

Type help for the list of commands. Tab completes, arrow keys browse history, Escape clears. Press slash to focus from anywhere.

work/

Finished projects, each a live scene with a write-up.

3 items

/0xD4T4M0SH/work/01_terrain01 / 03
Terrain: dithered still of the procedural terrain scene
Particles: dithered still of the gpu particle systems scene
Fluids: dithered still of the stable fluids scene
  1. 01 Terrain
  2. 02 Particles
  3. 03 Fluids
OPEN TERRAIN

lab/

Experiments and prototypes — smaller sketches, rougher edges.

4 items

about/

How I work: approach, tools and philosophy.

3 items

NAME

0xD4T4M0SH — David Ossa, graphics programmer & creative coder

SYNOPSIS

0xd4t4m0sh render [--realtime] [--web | --native | --installation] idea

0xd4t4m0sh {focus | render | simulate | explore} … repeat

DESCRIPTION

I build things that render in real time: shaders, simulations and small engines that run in a browser tab, on an installation PC or inside a native app. Most projects start as a single fragment shader and grow only as far as the idea needs.

I prefer procedural over authored, analytic over sampled, and one well-tuned pass over five generic ones. Constraints — a phone GPU, a two-tone dither, a frame budget — are where the interesting decisions happen.

SEE ALSO

contact/

Say hello or start a collaboration.

2 items

Let’s render
something.

I’m always open to interesting projects, collaborations and experimental ideas.

GET IN TOUCH
  • REAL-TIME
  • GRAPHICS
  • SIMULATIONS
  • TOOLS
  • OPEN SOURCE
  • AND MORE.