Procedural Terrain Generation using CDLOD System - (August 2013) - Created in OpenGL, C++, NGL lib, QT - Uses "Continuous Distant-Dependent Level of Detail" system - Supports up to 9 LOD levels - Uses "Point Cloud Reduction" algorithm for rendering vegetation - Full Instanced Rendering |
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Stereoscopic Visualization - (August 2013) - Created in OpenGL, C++, NGL lib, QT - Uses the "Quadbuffering" Technique - Fully controllable Separation ("Depth") and Convergence |
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Enabling Multi Monitor Support in commercial games - (2011-2013) - Created using Reverse Engineering techniques - Written in C# (Windows), C++ (Linux) - Using native machine code (x86/x64 Assembly Language) |
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Deferred (Shading) Renderer - (November 2012 - April 2013) - Created in OpenGL, C++, NGL lib, QT - Uses Screen Space Ambient Occlusion (SSAO) - Support for Diffuse, Specular, Normal Maps - Full Directional, Point, Spot light support - Support for loading custom models (OBJs) |
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Real-time Cloth Simulator - (June 2013) - Created in OpenGL, C++, NGL lib, QT - Uses "stiff" spring constraints - Uses "Verlet" integration scheme - Support for high number of particles - Fully stable |
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(First) Website to support Multi Monitor Stereoscopic 3D Video Playback - (2013) - Created in HTML5, JavaScript, jQuery - Uses the nVidia "NVAPI" for stereoscopic 3D rendering - Support for single/multi monitor setups - Support for both 2D and 3D playback |
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Shaft37-X25 iOS Game (Group Project) - (March 2013) - Created using UDK, Maya, Zbrush - My Roles: - Technical Director - Environment Artist - Lighting Artist - Level Designer - Game Programmer (Camera System) |
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"Dynamism" - Maya Render - (December 2012) - Created in Maya, zBrush, Rendered with MentalRay |