Projects
Developing Games/Rendering Demos Since I was 12 Years Old.
P0P Engine 3D (C++|SIMD) D3D11/12|OpenGL4+/ES3|Vulkan
Windows/Linux/Android
MAIN PERSONAL PROJECT
- Multiplaform
- Multi-API
- Mesh System
- Material System
- Shader (Effects) System
- Post-Processing Pipeline
RHNB (Multithreaded Path-Tracer) C++|SIMD
Windows-x64
2020 - Current
VecMath : SIMD Accelerated Math Library C++|SSE4|NEON
Windows/Linux/Android
2020
Devil’s Island C++|D3D11
Windows-x86
2020
Dev Blog Series:
Material Explorer (a.k.a BRDF Visualizer) C++|OpenGL3+
Windows-x86
2020
This is a simple project I wrote back when I was studying BRDFs. A test-bed for my studies. The idea was to make the research easier when comparing the BRDF papers as well understand the catches in the implementation process, e.g. singularities, NDF overflows. Everything was coded in C++ using OpenGL 3.1+ and Dear ImGui.
Observation: This was a research/experimental project. For a proper implementation of a BRDF/PBR system see
my Engine
or my Path-Tracer
BRDFs Implemented:
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Phong
-
Normalized Phong
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Blinn-Phong
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Normalized Blinn-Phong
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Torrance-Sparrow
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Cook-Torrance (At the time I did not got the NDF right. Probrably because I used a LDR buffer and clampled to [0.0f, 1.0f])
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Cook-Torrance - GGX
-
Lambertian and Oren-Nayar