Older Projects (Pre-2011)

Key Experience first ever graphics engine

  • Significant experience gained in graphics pipelines, particularly with deferred shading
  • Learned particle systems, multiple render targets, shading models, PBR, global illumination, radiosity, environment mapping, post processing and how to optimize large programs for low end hardware
  • Scene management, camera management and geometry culling techniques such as octrees
  • Subsystem organization
  • Resource management and lifetimes
  • Art pipelines for cooking assets into runtime objects

During high school and continuing into college, I became fascinated with 3D graphics pipelines and set out on a learning project to make my own. Many of the approaches were quite standard for the time, but I learned an enormous amount about organizing a 3D graphics system and the challenges that come with building something. This project also taught me that making pretty pictures is one thing. Fitting them into a game is an extremely different matter. Unfortunately, much of the media and code from this era was lost due to disk failures. I was able to recover some of the screenshots that I took at the time, however.

Composite scene with soft shadow maps, normal maps, basic PBR, screen space ambient occlusion and various material shaders using a deferred rendering pipeline.
Duck model showing a basic wood material
Composite scene from a different angle
Sun rays
Material shader set to parameters to model metal
depth of field (close focus)
Depth of field (far focus)
Planar Reflections with stencil masking
Projective shadows through a waterfall
Showing an Ice & Water distortion shader integrated into the scene. The implementation used render targets re-projected onto a surface from the camera.
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