Miscellaneous


real-time subsurface scattering test results

These are some screenshots. Please don't ask me to give you the source code. These models run at 100+ fps on a Geforce 6800. The sceenshots are best viewed at 32 bits resolution; otherwise, banding artifacts will occur.

soft shadows test results

Some comparisons of fractional-disk soft shadows with ordinary shadow mapping.

offline renderer test results

Photon mapping, irradiance caching, and some nicely optimised triangular spatial hierarchies. There is something wrong with the triangle intersection code, though..


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