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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| | | | | | | The Vision engine supports several tree hierarchies for subdividing a world volume. Bsp-trees (binary space partitioning trees) are used to speed up indoor world rendering. This feature was added in order to support efficient rendering of Quake style maps.
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| | | | | | | Planar reflections are achieved by utilizing the stencil buffer to clip a buffered pre-pass of the scene geometry. This process has now been replaced by far more robust per-pixel methods, but at the time of this research such techniques did not exist.
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| | | | | | | During the initial loading phases of my Render OS, a number of disk io activities are required. Several bios functions are required by this system as it handles the loading of the kernel image, detecting hardware capabilities, and converting between CHS and LBA formats.
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| | | | | | | This research project began as a small test utility for graphic features, but ended up as a library of effects that I decided to use in the Vision engine. The most prominent feature implemented by this module is bump mapping, which is used on various levels to enhance the appearance of bricks, stone...
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| | | | | | | Reflection 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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| | | | | | | Pioneered (to the best of my knowledge) by id Software, the in game console has been widely adopted by engine designers. Pressing the tilda (~) key in Vision will lower a command prompt allowing direct input into the game engine.
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| | | | | | | This sample takes care of hardware multitexture support to increase the efficiency of the lightmapping. This technology was first enabled with the NV TNT1 class hardware.
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| | | | | | | Vision was initially designed with stencilled shadows in mind. However, after implementing a variety of shadow algorithms, including shadow mapping, stencilled shadow support was dropped in favor of shadow maps for a number of design reasons.
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| | | | | | | This demo is essentially an enhanced version of the Lightroom sample. It features improved algorithms for lightmap generation, collision detection, player movement, and light-to-ray casting.
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| | | | | | | This project demonstrates a dynamic lightmapping technique. Lightmaps are created and destroyed each frame in order to produce shadows that accurately follow moving objects and translate in response to light source movement.
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| | | | | | | Vision relies heavily on OpenGL extensions for the OpenGL renderer. Since Vision was developed before the advent of OpenGL 2.0, most of its feature set required heavy use of extensions. As a result, Vision contains an extension manager that handles linking and loading of the required functionality (...
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