These are my main projects I have worked on over the years.
Large-Scale Smooth Voxel Terrain
Rendering large terrains is no easy task. In real-time computer graphics, terrains are often large subdivided planes with vertices translated vertically based on a heightmap, but this means that overhangs or caves are impossible without extra work or additional meshes. Instead, we can use a three dimensional volume to represent the terrain. However, if we want a 4 by 4 by 4 kilometer 3D terrain at a 1 cubic meter resolution with just a floating point number at every position, we would need about a quarter terabyte of memory.
read moreReal-Time Zelda inspired Isoline Map
In 3D virtual environments, one can benefit greatly from having a map to lead them the way. Oftentimes maps are created by talented artists. However, when procedurally generating a terrain we have to create a map programmatically.
In our case, the goal is to generated a map for our procedurally generated Smooth Voxel Terrain. I planned out two possible solutions:
Generate a heightmap texture based on the octree. This would involve raymarching through the SDF for every pixel in the texture.
read moreUniversity Projects
I started studying at TU Delft in september 2020, and I have worked on many projects for courses since then. This is a collection of my proudest work related to computer graphics from my time at university. All other projects listed on my portfolio were made in my free time.
Pizzicato A serious game developed in 10 weeks with 4 other peers in collaboration with Psychology researchers, during which I was Game Designer and Programmer.
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