Research Database
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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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Bsp-trees   Completed 2004
43862 view(s)
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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Reflection   Completed 1999
3058 view(s)
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 This process has now been replaced by far more robust per-pixel methods, but at the time of this research such techniques did not exist.

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BIOS Disk IO   Completed
80978 view(s)
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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Bump Mapping   Completed 2004
43848 view(s)
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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Software Texture Mapping   Completed 2004
43857 view(s)
Texture mapping was added to my ray tracer during the final stages of implementation, in order to assist with bump map support.

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Software Reflection   Completed 2004
43862 view(s)
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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High Quality Lightmaps   Completed 1999
9436 view(s)
High resolution lightmaps are used here to test the feasibility of dynamically generating large lightmaps at load-time.

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In-game Console   Completed 2004
43847 view(s)
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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Particle Lightroom   Completed 1999
2458 view(s)
Pulling together my research so far into lightmapping, particle systems, collision detection, and octtrees produced this demo.

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Multitexturing   Completed 1999
4042 view(s)
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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Software Bump Mapping   Completed 2004
43845 view(s)
Once texture map support was added to my ray tracer, bump mapping was a fairly trivial upgrade.

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Stencilled Shadow Volumes   Completed 2003
43847 view(s)
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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Enhanced Lightroom   Completed 1999
5532 view(s)
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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Dynamic Lightmapping   Completed 1999
7993 view(s)
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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OpenGL Extensions   Completed 2004
43853 view(s)
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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