Nuclear Wasteland

By Shuja Khwaja

I learn about the idea of nuclear semiotics a while ago and wanted to depict a desolate wasteland where the only things remaining are the attempts of a prior civilization to warn against what’s buried underground. I had a lot of ideas for this project (more stuff, raytraces shadows etc) but had to cut it quite short due to the exam timeline :(

Features

This is project is entirely implemented in one fragment shader “showcase.fs”. The features include: Terrain: perlin noise accumulated with fractional brownian motion sculpting the terrain using smoothstep and smooth heaviside functions

Spikes:
    Using an sdf with its normals to form spikes
    domain repetition to give the effect of many spikes with random perturbations

Sky:
    just more fbm

Acknowledgements

Inspiration: https://en.wikipedia.org/wiki/Long-term_nuclear_waste_warning_messages https://www.sciencehistory.org/stories/magazine/speaking-to-the-future/

Inigo Quilez, his articles and videos were instrumental https://iquilezles.org/articles/distgradfunctions3d/ https://iquilezles.org/articles/fbm/ https://iquilezles.org/articles/gradientnoise/ https://iquilezles.org/articles/raymarchingdf/ https://iquilezles.org/articles/terrainmarching/

Opengl boilerplate: https://viclw17.github.io/2019/05/10/opengl-project-setup-and-boilerplate-code