This section consists of small technology demos that were developed during the incubation phase of one or more of the larger projects listed in the software section of this site.
For information related to forward research, including papers and presentations, please refer to the papers and patents categories of this site.
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| | | | | | | A simple emulation server for single or small group exploration of World of Warcraft game assets. This is just a spare time project I started to learn more about the network communication in use by the game.
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| | | | | | | Realistically modeling the subsurface interactions of light with microfacets is too costly to calculate in real time. As a consequence of this, I have designed a very simple method for roughly simulating some of the visual effects of subsurface scattering entirely on the GPU.
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| | | | | | | This is the result of me tinkering with the way Vision handles parallax mapping. I was attempting to provide for steeper viewing angles, and depth-correct silhouettes without increasing the geometry count. The screenshots below all contain just two triangles for the blocker object, and two triangles...
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| | | | | | | Vision 2.0 uses an upgraded version of the Vision 1.0 renderer. Similar to Vision 1.0, the Vision 2.0 renderer is packet based but adds full support for material systems and shader model 3.0.
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| | | | | | | Photon mapping is one approach to global illumination. Using a monte-carlo sampling method, a significant performance improvement is realized with an acceptable (and often unnoticable) degredation in lighting quality.
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| | | | | | | One of the primary features of Project X is its lightmapping support. The static lightmaps are generated using the LightX tool and can be calculated in a number of ways. One of the lighting methods used incorporated radiosity for the indirect contribution.
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| | | | | | | I've been experimenting recently with a beagle board for the purposes of porting my Render operating system over to its architecture. The process has been a bit slow due to other more pressing projects, but I hope to release a beta build sometime within the next year.
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| | | | | | | The terrain system in Vision features a fully (dynamically) deformable terrain. With this feature, players can see visible changes in the world based on their actions.
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| | | | | | | Efficient rendering is handled in the Vision engine by a packet based renderer. All objects are submitted by the game manager to the renderer, which will then sort the packets for optimal submission to the gpu. The vision renderer is capable of de/re-stripifying data, sorting efficiently based on a ...
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| | | | | | | One of the last features to be added to my ray tracer was support for software vertex and pixel shaders. Essentially a shader can be defined as a programmable process that is executed either at ray collision time (what we inaccurately will call vertex shading), or at final pixel fill time (pixel sha...
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| | | | | | | Vision 2.0 supports the ability to record, playback, edit, save, and load demos of gameplay. Rather than record demos as a motion video, Vision records controller and network input at a rate of about 1.5 mb per minute.
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| | | | | | | The Fake HDR effect was later combined with the motion blur effect (with a considerable amount of tweaking) to give a light streak effect. Depending on the hardware support, light trails will appear to lag behind a light source for up to a maximum (configurable) duration.
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| | | | | | | Refraction is another feature supported by my ray tracer. This feature is fairly straightforward and was up and running in the ray tracer within the first day of development.
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