For more, please checkout my GitHub and ShaderToy pages. | |
Quake II on Dx12 using Dx12Base. | |
A small DirectX 12 solution I use to test shaders and techniques. It is meant to be an easy to use with a thin abstraction above dx12 concepts for fast iterations with on the fly shader reloading. | |
A small DirectX 11 solution I use to test shaders and techniques. It is meant to be simple, straightforward for fast iterations with on the fly shader reloading. | |
A project presenting the sky and atmosphere rendering techniques implemented in Unreal Engine as well as how they compare to reference path tracing. | |
An old volumetric lighting demo demonstrating the technique from KillZone Shadow Fall: noise with reprojection of the previous frame used to achieve temporal integration of the scattering. | |
Two techniques that can be used to render lines that have volumes using a triangle strip or a box volume. | |
OCLSliseSix: a port of the SliseSix demo over to OpenCL. | |
Details about the small engine I have developed during my PhD. |