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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| | | | | | | Range based fog is useful for the generic effect of fading out objects based on distance. Volumetric fog differs from the more traditional range based fog in its ability to fill an arbitrary volume.
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| | | | | | | A particular effect in the Vision 2.0 engine required a fullscreen motion blur. This is a fairly simple effect to write, but the key is to do so in a memory-efficient manner.
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| | | | | | | For more eye candy I decided to add high dynamic range lighting to Vision for version 2.0. Since Vision supports several older map formats (such as the Quake 3 format), a hack was necessary for scenarios where a level is loaded that lacks HDR textures.
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| | | | | | | A simple bootloader was needed by my Render OS that is responsible for the initial loading phase of the system. The first 512 bytes of the boot image contain this loader.
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| | | | | | | Part of the general lighting formula in Vision required high resolution shadow maps for dynamic shadows. This feature was refined to support soft shadows as well as enhancements for bump mapping (so that shadows flow correctly over the isosurface created by the normal map).
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| | | | | | | Project Vision allows materials and attributes to be applied (uniquely) to all objects in the scene. This is a common feature of modern game engines, but, once upon a time, this was a noteworthy feature. As a result, Vision allowed artists to specify custom specular maps to be used when calculating ...
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| | | | | | | One of several post-process effects supported by Vision is a lens flare. While it is tempting to apply this effect uniformly to all light sources in a scene, its use should be restricted only to scenarios where it makes sense.
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| | | | | | | A lot of attention was given, in Vision 2.0, to the camera system. Cinematic effects can be applied to any camera and are fully animated. Depth of field was one such effect that was used to provide a light focus in a scene.
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| | | | | | | During the initial boot phases of my Render OS, a splash screen is displayed (see the screenshot). To render this image (which is itself contained within the boot image), a number of bios calls are made that assist with detecting the hardware capabilities, configuring the screen resolution and bit d...
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| | | | | | | This researc project developed the particle system that was used in Project X and Vision. The system handles most of the generic features including particle generation, and interaction with wind and gravity.
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| | | | | | | This research project resulted in the 3D user interface library that is used in the Vision engine. It supports all of the most common controls including checkboxes, radio buttons, buttons, windows, sliders, progress bars, text, cursors, etc. This library also implements a user interface manager that...
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| | | | | | | The Vision engine supports several tree hierarchies for subdividing a world volume. Oct-trees are used to speed up terrain rendering as well as individual model ray casting. These trees are also used when moving dynamic world objects (entities) throughout the level, and performing physics calculatio...
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| | | | | | | Soft shadows were implemented in my ray tracer by jittering the vertex location up to 16x and averaging the total light contribution by the number of samples accumulated.
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| | | | | | | The Vision engine supports several tree hierarchies for subdividing a world volume. Quad-trees are used to speed up terrain rendering as well as individual model ray casting. These trees are also used when moving dynamic world objects (entities) throughout the level, and performing physics calculati...
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