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<?xml-stylesheet type="text/xsl" href="../assets/xml/rss.xsl" media="all"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Daniel D. Johnson (Posts about GLOW)</title><link>https://www.danieldjohnson.com/</link><description></description><atom:link href="https://www.danieldjohnson.com/categories/glow.xml" rel="self" type="application/rss+xml"></atom:link><language>en</language><copyright>Contents © 2025 &lt;a href="mailto:daniel.dw.johnson@gmail.com"&gt;Daniel D. Johnson&lt;/a&gt; </copyright><lastBuildDate>Mon, 01 Sep 2025 09:09:05 GMT</lastBuildDate><generator>Nikola (getnikola.com)</generator><docs>http://blogs.law.harvard.edu/tech/rss</docs><item><title>Refraction</title><link>https://www.danieldjohnson.com/2014/06/30/refraction/</link><dc:creator>Daniel D. Johnson</dc:creator><description>&lt;div&gt;&lt;p&gt;This is an experiment I made recently. It displays the path that light would take when it refracts through variously-shaped objects, color-coded based on the initial angle of emission. In order to do this, it casts a series of rays and uses Snell's law to determine how they refract off of objects. It then iteratively casts more rays between rays that get too far apart or act differently (if one ray hits something and the other hits something else, for instance) to get higher accuracy. The raycasting is performed with JavaScript, and then the light intensity is interpolated between rays in WebGL. 
&lt;/p&gt;&lt;p&gt;&lt;a href="https://www.danieldjohnson.com/2014/06/30/refraction/"&gt;Read more…&lt;/a&gt; (2 min remaining to read)&lt;/p&gt;&lt;/div&gt;</description><category>canvas</category><category>Experiments</category><category>GLOW</category><category>javascript</category><category>physics</category><category>simulation</category><category>WebGL</category><guid>https://www.danieldjohnson.com/2014/06/30/refraction/</guid><pubDate>Mon, 30 Jun 2014 05:00:38 GMT</pubDate></item><item><title>Infinite Triangles</title><link>https://www.danieldjohnson.com/2014/06/30/infinite-triangles/</link><dc:creator>Daniel D. Johnson</dc:creator><description>&lt;div&gt;&lt;p&gt;This experiment was one of my first experiments with WebGL. The story behind this one starts with a camping trip I took with some friends. We didn't camp in the wilderness because of logistical issues, so we ended up camping close to a beach. On the beach, people started to build sand sculptures, so I began working on a Sierpinski-esque triangle design, but with recursion in the inner triangle as well. Ultimately, a few other people ended up working on the increasingly intricate design. After the camping trip ended, the triangular fractals (affectionately called "tringles" by my friend Sarah) became a sort of running joke and obsession, and we ended up doodling them all over the place. Eventually I decided to make a version with code that would be infinite.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.danieldjohnson.com/2014/06/30/infinite-triangles/"&gt;Read more…&lt;/a&gt; (1 min remaining to read)&lt;/p&gt;&lt;/div&gt;</description><category>art</category><category>Experiments</category><category>fractal</category><category>GLOW</category><category>glsl</category><category>WebGL</category><guid>https://www.danieldjohnson.com/2014/06/30/infinite-triangles/</guid><pubDate>Mon, 30 Jun 2014 04:54:31 GMT</pubDate></item></channel></rss>