Physically Based Rendering
DirectX 11/C++
Personal Project
Graphics Engine
Worked on:
- Implemented the physically based shading model.
- Implemented HDR tone mapping and Gamma correction for linear color space
- Implemented Image Based Lighting(IBL) by pre-computing the cube map data
- Diffuse Irradiance map using convolution
- Pre-computed Specular IBL using split-sum approximation
Elemental Rift
Unity/C#
Team Members – 4 (+3 External Devs)
3D First-Person Action/Fantasy Game
Worked on:
- Lead Programmer in a team comprising of 3 programmers, a Level Designer, a 3-D Artist, a 2-D Artist, and a Sound Designer
- Organized bi-weekly meetings to coordinate development sprints
- Developed the resource management system, 4 spell mechanics and player environment interactions
- Implemented the GUI system design
- Utilized Deferred Rendering, Batching, Occlusion Culling and Level of Detail to reduce average frame time by 50%-75%
Deferred Rendering
DirectX 11/C++
Personal Project
Graphics Engine
Worked on:
- Generated the G-Buffer, which includes Diffuse, Normal, Position, Shadow Mask and Depth Buffers
- Implemented the lighting pass for Directional Light and Point Light
- Also Implemented Shadows and Instancing
Studs
DirectX 11 & C++
Team Members – 4
Graphics Engine
Worked on:
- Wrote the renderer class, reducing the amount code required to render entities
- Implemented Visual Effects including:
- Fading effect
- Bloom
- Dynamic Skybox
Boundless Force
Unity/C#
Team Members – 5
2-D Co-op Side Scrolling Run’n’Gun Game
Worked on:
- Developed a 2-D Player controller using ray casting
- Implemented AI for 3 Minions and 1 Boss Enemy
- Single-handedly executed 15 sprite animations
Tessellation
DirectX 11/C++
Personal Projects
Worked on:
- Used the Hull Shader to Generate Output Control Points
- Implemented the Domain Shader to sample the height map, and take inputs from the Tessellator stage and the Hull Shader to generate new vertices