brevin bell

brevin bellbrevin bellbrevin bell
Home
Minecraft Clone
Water Simulation
IFFT Ocean Simulation
Mesmerize Renderer
Shader Editor
Weapon Master

brevin bell

brevin bellbrevin bellbrevin bell
Home
Minecraft Clone
Water Simulation
IFFT Ocean Simulation
Mesmerize Renderer
Shader Editor
Weapon Master
More
  • Home
  • Minecraft Clone
  • Water Simulation
  • IFFT Ocean Simulation
  • Mesmerize Renderer
  • Shader Editor
  • Weapon Master
  • Home
  • Minecraft Clone
  • Water Simulation
  • IFFT Ocean Simulation
  • Mesmerize Renderer
  • Shader Editor
  • Weapon Master

Mesmerize Renderer

About

Deferred Shading

Culling

 This is a graphic API abstraction over Vulkan with potential to add other APIs with some pre-done optimization ready to use such as culling and deferred shading, allowing for large worlds to be created with greater ease. 

Culling

Deferred Shading

Culling

Culling done if possible with async compute. Using draw indirect I was able to create a compute shader to perform culling by modifying the draw command buffer. 

Deferred Shading

Deferred Shading

Deferred Shading

To reduce expensive effect in a fragment shader we render out geometry and other Important information decided by the user. Then render the a quad using that information to avoid expensive effect like lighting running multiple time per pixel

Github
  • Github
  • Github
  • Github
  • Github
  • Github

You can contact me at brevin.bell0@gmail.com

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