This page shows a few cases of the Computer Graphics features I’ve implemented.

Real-Time Rendering

Ray Tracing Scene with Vulkan Page

This scene is created using Vulkan Ray Tracing to help get a better grasp of Vulkan APIs. It demonstrates ray-traced reflections and refractions in a water pool. The water simulation and caustics generation are done using heightmap-based methods (check out the link). The water heightmap simulation runs on a Compute pipeline, while caustics generation uses a Graphics pipeline. Finally, the overall rendering is handled through the Ray Tracing pipeline. In the scene, the flight helmet is a detailed triangle-based model, while the spheres and planes are represented using implicit expressions. It’s pretty interesting because to trace rays effectively, different types of BLAS are used for these geometries, all contributing to the final TLAS.

Linearly Transformed Cosines (LTC) based Area Light

Transmission and Thick Sphere Refraction

Thin Thick

Cascaded Shadow Mapping Page

No CSM CSM

Screen Space Decal

No Decal Decal

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