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DX11 Computer Graphics & Procedural Programmer
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Water Simulation - Gerstner Waves

CG GerstnerWaveControl

Parallel Split Shadow Maps (PSSM)

Compute-shader Buoyancy

Buoyancy

Screen-Space Reflection (SSR)

Realistic water surface reflections were achieved using a screen-space ray marching algorithm:

Scree-Space Reflections

Procedural Terrain With Procedural Destruction

Terrain Generation

Terrain
Terrain Normals

Terrain Normals

Destruction System

Terrain
Terrain

Retro Underwater Effect

Achieved by combining various post-processing techniques:

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