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.
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.
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.
Soft particles shader - 2008
This shader is used to soften the edges created when a transparent plane intersects with other geometry.









