These are some of my projects I have worked on over the years.
Real-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 moreLarge-Scale Smooth Voxel Terrain
Update: I rewrote this project from the ground up in C++, and I made some algorithmic improvements. Please refer to the new version.
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.
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 on my own, 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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