This is a display of my different contributions to each game project I found relevant for my portfolio. It will give you a quick overview of the different features I implemented into the DirectX 11 engine.
MANY SHADOWS SYSTEM
When we started to make our own engine I set out for a goal. There shall be no light that does not cast shadows. I soon realised that shadows are expensive. This is a chapter about how I managed to keep a shadow on every light without precalculating it.
REALTIME SHADOW CASTING AREALIGHTS
In my desire to write a good PBR system I stumbled upon arealights. I started reading about them and one thing lead to another and here we are. A chapter about arealights with shadows.
After the sixth project, I dove into the deep void of void pointers and memory in the computer. I realised that there was a lot of performance to gain from writing a custom data structure that will organize the memory for you.
Throughout the projects, I tried to keep the highest graphics settings possible while not trying to set the computer on fire. Clustered shading was a way of getting thousands of lights rendering at the same time with barely any performance problems.