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

Figure 1

  • Multiplaform
  • Multi-API
  • Mesh System
  • Material System
  • Shader (Effects) System
  • Post-Processing Pipeline

RHNB (Multithreaded Path-Tracer) C++|SIMD Windows-x64 2020 - Current

RHNB


VecMath : SIMD Accelerated Math Library C++|SSE4|NEON Windows/Linux/Android 2020


Devil’s Island C++|D3D11 Windows-x86 2020

Figure 1

Dev Blog Series:


Material Explorer (a.k.a BRDF Visualizer) C++|OpenGL3+ Windows-x86 2020

BRDF Explorer

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:

  • Phong BRDF Explorer

  • Normalized Phong BRDF Explorer

  • Blinn-Phong BRDF Explorer

  • Normalized Blinn-Phong BRDF Explorer

  • Torrance-Sparrow BRDF Explorer

  • 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]) BRDF Explorer

  • Cook-Torrance - GGX BRDF Explorer

  • Lambertian and Oren-Nayar BRDF Explorer