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Research

 

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.



 

Misc stuff

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.