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Render Projects

Personal Works

DXRenderer - DirectX 11 Renderer

I have been working on my DirectX 11 renderer called DXRenderer.

I have implemented:

  • Clustered Deferred Shading, an efficient shading technique that culls local lights list which significantly improves the performance of the renderer

  • Moment Shadow Map, a filtered soft shadow map variation

  • Physically-based Rendering using Cook Torrance BRDF and Image-based Lighting based on Epic Games' UE4 Real Time Shading paper

  • Screen Space Ambient Occlusion

  • Screen Space Glossy Reflection

  • 3D Volumetric Light Halo Effect

  • GPU profiler using DirectX 11 API

Screen Space Glossy Reflection

Physically-based Rendering, Image-based Lighting, Screen Space Glossy Reflection

PBR_ss2.png

Ambient Occlusion

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DigiPen Projects

Ray Tracing

Path Traced Scene with Phong BRDF

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