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Painting a Character with Maths

5 videos recommended on HN
YouTube
13 HN users recommended this tutorial10 months2021–2025 score 12
Years with an HN recommendation, 2007–2026

HN repeatedly calls it a mind-blowing and accessible introduction to SDFs and procedural art from a master explainer.

Inigo Quilez live-codes a cartoon character painting entirely from math, using signed distance fields in a Shadertoy shader. He explains each step of building the image from formulas.

“he's a master of this stuff and a great explainer.” (HN, 2022)

5 strong recommendations · 8 recommendations · 6 citations · Tutorials · intermediate

19 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@kn8a Jan 2021 Strongly recommends
on HN thread 2020 Mathematical Art Exhibition
This was a mind blowing example of math and art from last year - perhaps the live coding of the method was even more impressive than the outcome: [this video]
Mind-blowing math art with live coding
@sxp Jan 2021 Strongly recommends
on HN thread Neural Geometric Level of Detail: Real-Time Rendering with Implicit 3D Surfaces
If you don't have an understanding of signed distance fields, [this video] is an amazing demo of their power. There are more videos about the fundamentals of SDFs at [link] The interesting thing about this paper is that they replace the mathematical SDF with a neural net that computes SDF_NN(x,y,z) => -1/1 and use this as a compression system for mesh based inputs. This feels like a graphical version of the [link] for NN-based text compression.
Amazing demo of signed distance fields
@nighthawk454 Dec 2022 Strongly recommends
on HN thread Signed distance functions in 46 lines of Python
Great write up. If anyone wants to explore SDFs more, check out Inigo Quilez - he's a master of this stuff and a great explainer. Painting a Character with Maths: [this video] And plenty more on his website in article form: [link] Finally, Shadertoy, a graphics shader playground where you can see (and try!) a lot of this kind of stuff: [link]
Master explainer of SDFs painting a character with maths
@dgellow Apr 2023 Strongly recommends
on HN thread Simple Pathtracing
I see a Inigo Quilez link, I upvote! He's one of those incredible artist-engineer out there always pushing boundaries further and sharing his ideas and techniques publicly. If you have some time today, watch a few of his videos on his youtube channel, it's incredible to see his creation process in action: [link] For example, "Painting a character with maths" is mind-blowing and packed with SO MUCH educative content: [this video]
Mind-blowing, packed with educational content on creating art with maths
@lligallo Jan 2021 Recommends
on HN thread Graphtoy
Checkout this video by the author. It makes a full 3d complex scene out of a math formula, with step by step explanation [this video]
Builds a 3D scene from a formula step by step
@dominicjj Apr 2021 Recommends
on HN thread Condition: A 64KB WebGL Intro
Read more
Demos are almost always generated and displayed at runtime. The music is composed of samples generated at runtime by additive synthesis which is just adding waveforms of differing frequencies together when you get down to it. It doesn't take many lines of code to produce CD quality instruments that can be arranged as a soundtrack. Today's 64k intros offload their drawing onto the GPU using shaders and a technique called raymarching which is a form of fixed-step raytracing that can be done in real time. Essentially the objects you see are painted with math: instead of thousands of vertices for a 3d fractal or a complex object, a formula is fed in to the ray marcher and it returns a shape with colors and lighting. Combining shapes using unions and intersections is then done and often the shape formula will take time as a parameter as well. To play with this concept yourself go to [link] and see how shader programs are rendered into incredible scenes with astonishingly few lines of code. For a wonderful look at the creation process, see the grandfather of raymarching Inigo Quilez create a selfie of a girl from scratch using formulas here: [this video]
Creation of a selfie from scratch using formulas
@lifthrasiir May 2022 Recommends
on HN thread Making graphics in 4 kilobytes (2008) [pdf]
Inigo Quilez, the author of this slide, also has made in-depth videos [1] [2] which might be more accessible to who aren't familiar with shader languages. [1] [this video] [2] [link]
In-depth, accessible videos by Quilez
@antegamisou Sep 2023 Recommends
on HN thread Painting with Math: A Gentle Study of Raymarching
Good to see high quality articles gaining traction. If the article looks too verbose, be sure to check out, as the author cites, Inigo Quilez's videos Painting a Landscape with Maths - [link] Painting a Character with Maths - [this video] Bonus: Painting with Maths in Google Sheets - [link]
Video alternative to the verbose article

Citations, criticism and jokes

@t8y Feb 2022 Cites it
on HN thread The performative quality of computer-generated art
I don't think that people only value the output. Take "Selfie Girl"[0] by Inigo Quilez people appreciate that it's a shader, even people that are not into programming (though they'd need to see the making of video[1]). [0] [link] [1] [this video]
Making-of video for a shader artwork
@rozab Aug 2025 Cites it
on HN thread LL3M: Large Language 3D Modelers
This is of course true, but have you ever seen Inigo Quilez's SDF renderings? It's certainly not scalable, but it sure is interesting [this video]
Interesting but unscalable SDF renderings

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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