Demos
This page is meant to show off my work from my graphics playground. Most of these demos will be built using a graphics framework called G3D. G3D is flexible and extensible and does not have too many unnecessary bells and whistles required to make a full fledged game. This is perfect for a graphics programmer looking to implement new techniques but not having to reinvent the wheel at the same time. The demos usually require a slightly modified version of the framework which will be available along with the source code.
Ok the shiny stuff now
| Spherical harmonic lighting Lights, lights, action! |
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| The global illumination technique that everyone seems to love these days | |
| Vector textures (Updated Sept 2011) It’s all clearer now |
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These days it is hard to come by a technique that is extremely flexible, produces very good results and doesn’t even need a shader.
The demo presented here is an implementation of notes from a SIGGRAPH Course by Valve. The paper describes methods to improve text rendering (or any vector shape) using very simple techniques that would work on a GPU that does not support shaders. If you read the notes from Valve you will realize you can implement a variety of effects quite easily. |
Your suggestions, comments and feedback on the demos above are welcome

