Out of my Mind

As i'm also a 3D engineer, you will be able to find some of my works here.

ShaderX7 Article

I had the opportunity to publish an article on the ShaderX book series about Fast Fake Global Illumination algorithms under DirectX 9.0. The purpose of this article was to produce good-looking fast but not especially physicaly accurate algorithms of global illumination for next gen consoles (Xbox 360, PS3).

My very own part is the Screen Space Ambient Occlusion (SSAO): I was able to produce an efficient algorithm with only 4 samples per pixel (where other need to take 16 samples to have the same looking results) and the pixel shader code is below 100 instructions which assures the algorithm to remain fast even on modest configurations.

You can see below the result of my SSAO algorithm in two settings: narrow or wide spread. No filtering is applied, it's just the sampling result (click on the picture to see it in full size).

ssao algorithm

DemoMaking

It's my first try to do such things (making a demo 4k) but i'm happy with the result although it could be optimized it still remains some space to add more effects. It should run on any windows xp, vista platform (see the included readme.txt for windows seven support).

Let me know if it couldn't run on your computer.

demo_minicv01demo_minicv02

zeduck_demo_minicv.zip


2009 - ZeDuckMaster