High Dynamic Range

Description: This is a DirectX application that I developed that is highly based off of the directX sdk sample. It implements glare/bloom, crosses/stars, blue shift, tone mapping, & light adaptation.

Date: 2009

Features:

  • Tone mapping
  • Light Adaptation
  • Blue Shift
  • Stars / Crosses
  • Glare / Bloom

Platform: PC

Requirements: None

Controls: None

Download: None

Screen Shots:

Blue shift off

Blue shift on.

Deferred Shading

Description: This is a DirectX application where I implemented deferred shading. Essentially it renders the scene to a G-Buffer where is stores normals, color, position, depth, & lighting information to different render targets. Then, you can combine them any way you want. This has the added benefit in that you don’t have to loop through each light and for each light, render each object.

Date: 2009

Features:

  • Directional Light Sources
  • Point Light Sources (Not implemented, coming soon)

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor

Controls: None

Download: None

Note the three directional light sources. Green, Red, & Blue.

Precomputed Radiance Transfer – Spherical Harmonics Lighting

Description: This is a DirectX application that I developed using Precomputed Radiance Transfer (PRT) and Spherical Harmonics (SH) in order to implement a form of Global Illumination (GI). The two screen shots show the scene using a directional light source and a cube map as a light source.

Date: 2009

Features and Notes:

  • Self Shadowing
  • Soft Shadows
  • Realistic Lighting
  • Scene objects must stay static relative to each other
  • Scene objects can not deform
  • No Specularity
  • Only uses vs_1_1
  • Real-time
  • Requires a long precomputation process
  • Dependant upon mesh resolution of scene objects
  • Can be extended for inter-reflected diffuse (Not implemented, coming soon)
  • Can be extended for subsurface scattering (SSS) (Not implemented, coming soon)

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor

Controls: None

Download: None

Screen Shots:

Directional Light Source

Rotating Cube Map Light source. Note the new color of the objects.

Prerendered 3D Projects

Description:

  1. A chess set. Modeled in 3DS Max.
  2. A close up of the chess set.
  3. A castle that I modeled based off of blueprints. Untextured wire frame. Modeled in 3DS Max.
  4. A Deathwurm. Not textured. Modeled in 3DS Max.
  5. A level for Unreal Tournament 2003. Modeled using UnrealEd. A 3 story building on my school’s campus. Modeled and textured completely. Textures were created by me using a digital camera. Includes a cafeteria, offices, kitchen, book store, post office area, cafe and game area.

Screenshots:

Ray Tracer

Description:This is a ray tracer that I implemented in one of my CS classes at DigiPen. There are a lot more features I would like to add to this ray tracer to make it faster and have more interesting effects.

Date: 2008

Features:

  • Sphere, Box, Ellipsoid, Polygon intersection routines
  • Attenuation
  • Antialiasing Techniques: Uniform Supersampling, Jittered, & Monte Carlo
  • Soft Shadows using gaussian disk sampling for point light sources
  • Multithreaded: utilizes up to 4 cores
  • More features coming soon!

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor

Controls: None

Screen Shots:

The images rendered below are all rendered with different combinations of anti-aliasing and soft shadows. Can you guess which ones have both?