Extending the Nishita sky model to simulate Skyglow.
You can view the paper hereĀ here.
The definitive version is available at http://diglib.eg.org/
Extending the Nishita sky model to simulate Skyglow.
You can view the paper hereĀ here.
The definitive version is available at http://diglib.eg.org/
As preparation for my upcoming Major project, I’ve been looking into fractals. Specifically, how to calculate them in a shader in real-time.
You can read about my experiments with 2D fractals here.
Recently I’ve moved onto rendering 3D fractals, in preparation for a fractal lookdev tool I will be developing for my Major project. You can see the result of raymarching in a GLSL shader embedded in Qt here:
A group assignment I directed during my 2nd year, we developed an atmospheric survival horror game about the mythical Windigo.
In addition to directing responsibilities, I was in charge of pipeline (we used a Perforce setup with a remote server to version assets) and engine level C++ programming (primarily core gameplay features and supporting the AI developer with whatever engine features they required).