Old Stuff

Some old stuff, circa 2009/2010.

This is when I started to learn more intermediate graphics techniques, especially techniques that were gaining some momentum in the industry back then, such as deferred shading and auto-exposure HDR.

These examples were all using Direct3D 9 via C#.

Lambertian BRDF with two directional lights
Small physics simulation
Quake-style networked testbed
Screen-space god rays
Instancing and frustum culling
Signed distance field (SDF) font rendering
Ouch! Wrong matrix multiplication order...
Successful vertex skinning
My first deferred lighting results (G-Buffer visualization), final image cel-shaded
Spot light + deferred lighting
Deferred cel-shading in a custom editor
Erosion tool in terrain editor
Simple water plane in terrain editor
Transparency order stress-testing, coupled with some lighting
Visualization of skeleton joints
Basic level editor using C#/WinForms


https://dervis.de