Léon uses video games tools to explore and experiment new ways of perceiving realities. Dreaming about image filters and distortion effects in a land of singing pixels and dancing polygons.
After an introduction to the concept of shaders, their specificities and the study of cases where they are recommended and discouraged.
learners will start with a description of the specificities of the GLSL language (types, accessors, qualifiers etc.) and the structure of a programme.
They will then review the mathematical and geometric bases necessary for drawing in a shader fragment.
They will learn how to draw and animate 2D shapes and then create 2D image filters.
Introduction to 3D and setting up a Webgl environment, learners will see how shader programming can be extended to 3D.
Starting from the concepts acquired the day before, learners will apply transformations to the geometry of a 3D mesh and transpose the 2D principles to 3D.
Learners will finally discover the technique of ray marching (or sphere tracing), implement a ray throwing system and explore the Signed Distance Fields.
Very good knowledge of 2D drawing APIs.
WebGL knowledge and 3d notions (rendering pipeline, geometry, transformations) are a plus.
A rather solid code editor (VSCode, Sublime, intelliJ).
Computers are available, you can bring paper and pencils.
You can also bring your laptop if you prefer to work directly on your machine.