グラフィックスプログラミング
Breakdown: 01. 'Realtime depth of field with bokeh' - C++/OpenGL/GLSL programming project. Developed an advanced post-processing filter using OpenGL 4.2 features (atomic counters, indirect draw command, image load store), custom viewer written from scratch using Qt/C++. Based on the article 'Depth of Field with Bokeh Rendering' by Charles de Rousiers and Matt Pettineo published in OpenGL Insights (2012). University work. 05/13. 02. 'Transporter' - Unity 5 / Geomerics tech demo for mobile devices, presented at GDC 2014. Efficient physically based and screen space shaders. Workflow programming and feature prototyping in C#. Using C++ for precalculations and Cg/GLSL developed a generic physically based hard-surface shader optimized for hi-end mobile devices (targetting Samsung Galaxy Note 10.1 ver. 2014). Specular BRDF is precalculated using Cook-Torrance method and assuming a constant environment (split sum approximation) and used as a lookup texture in the shader. Method based on 'Real Shading in Unreal Engine 4' by Brian Karis, presented on SIGGRAPH 2013 (blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf). Supports environment and realtime reflections through cubemap reflection volumes. Billboard-based optical flare shaders for mobile. Developed a set of efficient screen space shaders suitable for creating optical flares, lens flares, light leaks, glares and other lens effects. Combined with a lens dust texture creates a believable result. Full video: youtu.be/Wrt5aLHI8ME GDC Presentation: youtu.be/H4wi6loLWbY?t=15m42s Internship at Geomerics. 09/13 - 02/14. 03. 'Ivy Generator Extended' - C++/OpenGL/GLSL programming project. Given an existing old application (graphics.uni-konstanz.de/~luft/ivy_generator/), rewritten to use only modern OpenGL and OpenGL 4.0 and added a new efficient paint attract system. This extension makes ivy more controllable using intuitive tools. University work. 03/13.