Monday, September 17, 2018

Global illumination system for Unity

Continuing on my ray tracing engine I made a tech demo of a custom CPU based global illumination system in Unity. The system can handle diffuse, specular, transparent and refractive materials - with caustics too. The solution is utilizing sets of rays that are bouncing into the scene and storing the light data into textures. In addition as an optimization step I used Monte-Carlo method to approximate light coming in each bounce. This method doesn't give an absolute light result as would be in our real world, but is often used in many engines to speed things up while giving a close approximation of the real world lighting. At least but not last i embedded Nvidia's Denoiser as a final step to smooth and clean up the final result.




Monday, September 10, 2018

Developed Ray Traced shader for valuable gems and diamonds

Developed a custom set of shaders that internally do ray tracing and tracing multiple light bounces for reflection, refraction and internal reflection.

Monday, July 16, 2018

Simple ray tracing engine

I was always passionate about 3D rendering techniques so i a made a tech demo of a custom CPU based renderer in Unity. I implemented some basic lighting models like diffuse and phong. I also added reflection and shadows support.

Monday, January 1, 2018

A little research on AI and ML-Agents

Really exited to research a little bit on AI and play with ML-Agents! I made a simple demo where agents are trying to keep the ball bouncing off the floor. Both groups are doing almost the same thing, except group (A) trying to reach the ball the highest, while group (B) trying to maintain a minimum speed for the ball