Personal work

This section shows some of my personal projects


Dodo Island - 2009

This project is at its early stage of development but has some interesting rendering features: cartoon shading, water reflections, real time shadows for terrain, trees, characters and clouds.

Island Clouds Dodos

Deferred shading - 2009

This shader allows to process multiple lights using a single pass technique. It renders the position and the normal of every sample in two buffers and creates a screen space lightmap of the scene, which is then projected on the geometry.

One of the greatest benefit of deferred shading is to separate the light shader from the surface shader, allowing for example to combine spot and point lights without changing the other shaders.

This shader is based on the Evolved's one ( evolveduk.googlepages.com) which supported only point lights and suffered from some inacurracies (however, it is no longer available on his website). My version supports point lights, spot lights with projective texturing and shadow maps, and fixes the inacurracy problem.

World normals Light map Final scene

Screen space ambient occlusion - 2009

This shader tends to imitate ambient occlusion, in order to get a non-uniform ambient light on the scene. It is obviously not based on physics at all, it is more like an enhanced edge detection using both depth and normals.

ambient occlusion

Soft particles shader - 2008

This shader is used to soften the edges created when a transparent plane intersects with other geometry.

soft particles vs. normal particles

"Doubt" game project - 2004 to 2008

I worked on this project with a friend for a few years on my spare time. The game has been written in Dark Basic Pro and features shaders for dynamic lighting, physics, artificial intelligence and multiplayer.

fake reflections using cubemaps shadow map multiplayer system level editor