Procedural materials

Description

This was my thesis for the bachelor degree, where I researched about generating procedural materials within fragment shaders in a single pass

Abstract: Render applications that offer shading interfaces for objects can be used to create entire procedural materials without dependencies to textures or other external references. It is assumed that these interfaces work like fragment shaders without access to buffers and same restrictions to evaluate surface information at arbitrary points. The process of creating such materials can be complex, time consuming and requires an understanding of the underlying algorithms. The thesis aims to create an understanding for surfaces in general, abstract technical knowledge to make it more accessible and structurize the workflow of the creation.

Procedural dried out ground, based on the approaches and techniques from the thesis

Procedural cliff, based on the approaches and techniques from the thesis

Here are some early results and experiments