The Google cache version of the pdf doesn't include any images, so I put up a copy over here:
Know of any novel techniques/rehashing of old techniques that have been developed since?
http://www.pouet.net/prod.php?which=62027 (No idea what this is, but it's great)
http://www.pouet.net/prod.php?which=62974 (reverse fluid simulation)
http://www.pouet.net/prod.php?which=59613 (particles)
For 64k intros and size unlimited demos the possibilities are too many to list. Procedural mesh generation is a classic approach which has found great modern use recently:
http://www.pouet.net/prod.php?which=61204 (if you follow 1 link in this comment make it this one)
Here's a demo of someone playing around with it, complete with a Slisesix-inspired scene: http://www.rpenalva.com/blog/?p=254
This set of slides is also related: http://www.iquilezles.org/www/material/function2009/function...
People might enjoy noodling around the Geisswerks pages which have many code snippets around ray tracing; graphic demos; and so on.
Edit: I found a similar one on Shadertoy https://www.shadertoy.com/view/lsf3zr
I had no idea Iñigo Quilez's image was produced this way and I'm so glad I had the chance to see how it was made.
Thanks for posting!!
Here's an old experiment I did where the pixel shader is running on the faces of a cube http://dgholz.github.io/GLSLSphere/ The cube edges are highlighted in red so you can see them. I like green.
A Pixel shader is run when rendering each pixel of the quad. It's only input is often `time` and `resolution`.
At least in GLSL there's a global variable, `gl_Fragcoord` and provides the integer position of the pixel currently being drawn. So for example the pixel at the bottom left is gl_Fragcoord = vec2(0,0). The one directly to the right of that is gl_Fragcoord = vec2(0,1)
Given you're also passed the resolution can get a value that goes from 0 to 1 over the screen with
vec2 zeroToOne = gl_Fragcoord.xy / resolution;
If you were to dump that value directly do the screen you'd get a red gradient going black to red from left to right and a green gradient from black to green going from bottom to top. See http://glsl.heroku.com/e#18516.0Now it's up to you to use more creative math that given just gl_Fragcoord, resolution, and time write a function that generates an image.
You can play with that in your browser here, http://glsl.heroku.com and here http://shadertoy.com