2014년 12월 12일 금요일

light propagation volume + tiled forward shading + cascaded deferred shadow

Now, I am developing software for smart TV.
So, I don't making game or game engine anymore.
My current job is still related game industry, and now I mainly works in linux & Xwindow & open gl es & EFL & Tizen.

But I still likes making games and have lots of interests on cutting edge tech about game engine.

So I am making small rendering engine as a hobby, I am also making mobile games using cocos2d-x(great 2d game engine with great tools), but it is not finished yet.
And this is the result of my hobby rendering engine.

light propagation volume(compute shader) + tile forward shading(4096 point light) + cascaded deferred shadow + multi threaded rendering + assimp + dx11 + shader caching


I heavily used compute shader in this project. because the major goal of this project was to learn DX11 compute shader. but still used conventional pixel shader tricks when making LPV. it was difficult to do it with only compute shader. Compute shader is makes graphics programming really funny and intuitive work. I really became fan of this.


I really enjoyed while i was working on this project. and It is still in progress, I am planning to add lots of features(hdr bloom with compute shaders), but i dont have enough time. Because In the new company i have to work overnight usually.
I hope i get more free time in the future and to put more time in my hobby engine and hobby game project.