Showing latest posts tagged in "OpenGL"

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Guardians of Atlas - Rendering and Frame Breakdown

For the past few years at Artillery I've had the opportunity to lead the Rendering, Lighting and Post-Processing pipeline on Guardians of Atlas among many other projects. Here’s a quick overview of what a frame looks like in our compositor.

Head past after the break for more details on a couple of my favorite techniques I got to implement in Guardians of Atlas’ engine (warning: big images).

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OpenGL jungle viewer source code and report

In this post, I'll talk about my recent openGL jungle viewer project, giving the source code in the meantime.

Head past after the break to read the full article.

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OpenGL jungle engine/viewer project (UTBM)

This video is about one of the imagery projects I was working on for the past 3 months with 3 fellow students at the University of Technology of Belfort-Montbéliard.

The goal of this project was to create a jungle engine/viewer in OpenGL, from scratch. I was in charge of the rendering and post-processing pipeline while also doing a bit of 3D modelling and texturing. This engine may lack important features like normal mapping and true physics, but we're still quite proud of it considering how little time we had to learn the technology and implement it.

Expect some tutorials, more in-depth explanations and the complete source code sometimes in July on my website.

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