TERRAIN/
work/01_terrainproject 1 of 3
Procedural terrain computing heights, erosion and materials entirely on the GPU.
VIEW PROJECTCODE × 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 WORKShaders, simulations and real-time rendering. The site is a filesystem: type help or click around.
Finished projects, each a live scene with a write-up.
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work/01_terrainproject 1 of 3
Procedural terrain computing heights, erosion and materials entirely on the GPU.
VIEW PROJECTwork/02_particlesproject 2 of 3
GPU particle systems for volumetric forms and atmospheric effects.
VIEW PROJECTwork/03_fluidsproject 3 of 3
Real-time fluid simulation with vorticity, turbulence and visual feedback.
VIEW PROJECTExperiments and prototypes — smaller sketches, rougher edges.
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How I work: approach, tools and philosophy.
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0xD4T4M0SH — David Ossa, graphics programmer & creative coder
0xd4t4m0sh render [--realtime] [--web | --native | --installation] idea
0xd4t4m0sh {focus | render | simulate | explore} … repeat
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.
Say hello or start a collaboration.
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I’m always open to interesting projects, collaborations and experimental ideas.
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