| |
This
section is dedicated to my own personal research, totally work
unrelated, basically
small tests i make in my free time, demos, etc, etc, etc.
Sub-surface scattering (2005)
Realtime sub-surface scaterring tests based on
Christophe Hery's
shadow map aproach.
Used 4 samples with jittering for composition and nicely blurring result
afterwards.

Raytracer / Path-tracer
(2004)
Very
simple, brute-force/extremelly unoptimized raytracer, extended
later
to support monte-carlo raytracing.
Supported usual features, like reflection/refraction, bilinear/trilinear/cubic texture filtering, correct soft-shadows and anti-aliasing. No hdr/tone
mapping
though.
Next try will be a BMRT kind of aproach <o/

Illuminatu
tech-demo (2002)
Old demo I made, about 4 years ago, before coming to Crytek.
It's basically a illumination demonstration using shader model 1.1 ( ohh the
memories..)
Used 2 static models from Doom3 in the demo. They look quite nice.
Features per-pixel lighting, shadows volumes, projective texturing, and a nice glow effect.
You can still download it here, should
work nicely on >= gf3 or similar.
   
Mudbox experiences
(2007)
I'm not an artist, but I
like to try new stuff whenever possible.
I must say, that whoever created mudbox must be an interface God, it's extremelly
intuitive and in less than a hour I was able todo
something that
didn't looked too much like a deformed monster suferring from
elephantaliasis :)
I found that little details, like mouth and eyes are quite hard todo
actually.


|
|