This is a simple implementation of terrain rendering using heighmaps, part of a college assignment. The code has some optimizations such as parallel processing to bake lightmaps and cheap ambient occlusion using the terrain heighmap.

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This technique implements style transfer functions for volume rendering, part of a college assignment. Style transfer is extremely convenient for volume rendering as it adds a really great dimension of realism with little overhead. The technique is based on this paper.

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I wanted to do a small tests with shaders in Unity to simulate water using sum of sines. This technique is well explained here in GPU GEMS. My twist was just using flat shading. The reposity was well received in my GitHub.

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This is a small shader that implements fur rendering in Unity using shell texturing. The technique is well explained on this paper. Though easy to implement it was well received on my GitHub.

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Stereoscopy is a technique that enables us to create the illusion of depth for binocular vision. You need special lenses to appreciate the effect. In this college project I implemented a basic rendering engine using C++ with stereoscopy.

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This was one of my first computer graphics assignments, we implemented different real time rendering techniques in this project, which included: object selection, translations, rotations and scaling, camera translation and rotation, refraction and reflection, point lights, directional lights, spot lights and shadow mapping.

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This program implements an ASCII art filter for your webcam. This was a small project made during college as an exercise of parallel processing. Getting this effect to run smoothly without parallel processing was impossible.

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