Brian Chen
Graphics Programmer
Deferred Shading
Position
Normal
Specular
Position
Soft Shadow
Convolution Blur, Blur Width: 2, 4, 16 pixels
MomentShadowMap
Convolution Blur, Blur Width: 2, 4, 16 pixels
Image Based Lighting
Lights come from the texture surrounding the scene. The warm and bright part of the texture light the front side of the model while the back is darker. Images are diffuse only, specular with low PDF, specular with high PDF separately.
Diffuse
Specular, LOD = 1
Specular, LOD = 40
Diffuse
Ray Tracing & IBL
This is another IBL project, but with ray tracing algorithm. Left sphere showing lights pass through it while the other sphere is reflecting the whole scene. Second image applied depth of field.
Transmission : Reflection
DOF effect
Transmission : Reflection
Ambient Occlusion
Implemented Alchemy Screen-Space Ambience Obscurance algorithm. Ambient occlusion factor at each pixel is approximated by points within specified range.
Transmission : Reflection
Transmission : Reflection