Link to this page location: #skills
Link to this page location: #who
Link to this page location: #program

Part I - GLSL Shader Basics - 50 min

SOP data structure in TouchDesigner

OpenGL Rendering Pipeline
Changes in GLSL approach in 099 Version

Part II - Custom Bypass Shader - 50 min

Structure of Default shader
Get your code cleaner and abstract:
Custom Data Structures and Functions

Part III - Practical Examples - 1 Hour 10 min

Delete Primitives by Number Shader
Delete Primitives by Distance Shader
Transform Primitives Shader (using transformation matrices)
Magner Deform Shader ( using metaball function )

Part IV - Practical Examples - 1 Hour 30 min

Extrude Primitive Shader
Polywire ( Tube ) Shader

Part V - Practical Examples - 1 Hour 45 min

Plexus Shader (Looping through Geometry, Using Uniform Texture Buffers)
Multi Instancing ( Creating of Dynamic Text Effects in 3D using Python and Geometry Shaders)
Cleaning Point Clouds from Kinect
Carving Curves
Rendering Particle Trails using Cache TOP and Geometry Shader
Using Shaders in SOP Context

Project Toes:

ByPassShader.toe - Basic Concept of Geometry Shaders, Start of custom framework

DeleteShader.toe - Delete Primitives by Number Shader
DeleteByDistanceShader.toe - Delete Primitives by Distance Shader
MagnetDeform.toe - Magner Deform Shader ( using metaball function )
RotatePrimitives.toe - Transform Primitives Shader (using transformation matrices)
MagnetExtrusion.toe - Extrude Primitive Shader
TubeShader.toe - Polywire ( Tube ) Shader
Plexus.toe - Creation of the GPU Based Plexus effect
MultyInstance.toe - Creating of Dynamic Text Effects in 3D using Python and Geometry Shaders
shaders.toe - All Shaders of the workshop together + Kinect Shader, Carve Shader, ParticleTrails Shader and Example of using GLSL directlu in SOP context

Link to this page location: #book
Link to this page location: #author

Stanislav Glazov

3D and audiovisual artist with over 22 years of experience in computer graphics and 20 years of teaching experience

Worked in the production of the computer game Killer Tank, Pilot TV, on the first Russian animation projects in the Classic Studio, on the largest film projects in the German studios Trixter Film and Scanline CA as a technical director for pipeline, Character Animation, Cloth Simulation TD, RnD for VFX.


After 2010 - creation of an automated infographic visualization system for Kommersant TV, cooperation with the largest Russian companies - SilaSveta, Stereotaktik, Invisible, Raduga Design - on VideoMapping projects.


In 2013, he created his own generative design studio Licht.Pfad.


Cooperation with WhiteVoid.


Creation of AV Performances in partnership with Dasha Rush, Robert Lippok


Performances at all the iconic festivals of the planet: Berlin Atonal, Mutek Montreal, Ars Electronica Linz, Unsound Festival in Krakow, Raster-Noton night in Berghain, Barbican London, Resonance Festival in Tokyo, Mira Festival Barcelona, L.E.V. Festival, Light Festival Lyon


Since 2016 - working on theater projects with Maxim Didenko, including the creation of media servers for various performances.

2001


Creation by Stanislav of the first author's course. It was a course on character animation in Maya, prepared for Realtime School in collaboration with Maria Stepanova (Animation director and teacher at VGIK)

> 40 performances


at major international festivals and conferences such as CGEvent (lectures on Houdini), Signal Festival in Prague, LPM Rome, Touchdesigner Summit in Montreal, etc.

> 2,000 people


have attended various trainings and courses by Stanislav - both organized by him personally and conducted jointly with various schools and institutes (among the latter - "Realtime", "SAE Academy", "Screamschool", "Houdini-Howto + RRM", "Bilgi University")

Link to this page location: #contacts

Feedback page 


Email address:

stanislav.glazov@gmail.com


Phone: +49 1751237295

Telegram: @prcdrl  

Licht.Pfad Studio 

Berlin, Germany



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