Volumetric Drift
Raymarched clouds and atmospheric scattering running at 60fps — a study in light transport and procedural noise.
View work →Particle Garden
A million points pushed through a flow field, blooming and dissolving as the simulation finds its own balance.
View work →Noise Fields
Layered simplex noise driven into contour and color — every reload a new, never-repeated composition.
View work →Raymarched Caverns
Signed-distance worlds carved entirely in a fragment shader, lit by soft shadows and ambient occlusion.
View work →Spectra
Visuals wired to an FFT of live sound, so the geometry breathes and snaps in time with the music.
View work →Plotter Series
Algorithmic compositions exported for a pen plotter — code on screen, ink on paper, the gap between them part of the work.
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