002

our second session has come and gone, somewhat successfully i think – things always go better when your audience is armed. we covered implicit surfaces, renderman/pixie, displacement shaders, and more of my wacky cellular simulation.

the turnout was pretty good too. if you’d like to attend the next one, or just receive updates, drop me a line at qarl@qarl.com.

source code and data files for this session here.


about this entry