Octavian Vasilovici Showreel MSc 2012-13
Showreel by MSC student Octavian Vasilovici, showcasing various projects undertaken whilst studying at the NCCA at Bournemouth University.
This project was created as the Master Project for the MSc of Computer animation and VFX course. It was written in OpenGL, C++, NGL lib () and QT. It employs the "Continuous Distant-Dependent Level of Detail"(2010) algorithm for generating Level Of Detail levels for the terrain, suited for Real-time rendering. This technique uses adaptive morphing between LOD levels, unlike any previous algorithms. The current implementation works with up to 9 levels of detail. For vegetation rendering the "Point Cloud Reduction"(2010) algorithm was used in which the geometry is instanced rendered and frustum culling is done in the geometry shader.
Stereoscopic Visualization - (August 2013)
- Part of the Master Project was the development of Stereoscopic 3D native rendering. The current implementation uses the Quad Buffering technique presented by nVidia at SIGGRAPH 2010. This technique consists of rendering all the geometry twice, one time for left and right eyes. The main advantage is that is offers full control for Depth (eye separation) and the Plane of zero Parallax (Convergence) and thus, effects like "push-in screen" and "pop-out of screen" can be achieved. This algorithm allows each user to adapt the quality and level of stereoscopic rendering best to their needs.
Enabling Multi Monitor Support in commercial games - (2011-2013)
- This is an on-going personal project and was started in 2010. Even if multi monitor hardware and technologies exist for quite some time now, most commercial game engines don't take advantage of them. In short, they are developed for working only on one screen. When using a setup with three or more screens, the games will not render correctly, most of the time having a "zoomed in" effect due to bad field of view, or certain elements will not be correctly scaled, positioned or not rendered at all. Fixing these aspects can be done by using reverse engineering techniques and by disassembling the binary code. Afterwards the modifications to the game engine logic is made by using native x86/x64 assembly language code and inserted, at runtime, back in the application by using code injection techniques. The assembly code is injected by an application that was written in C# and .NET (for Windows applications) and C++ (for Linux applications).
Deferred (Shading) Renderer - (November 2012 - April 2013)
- This project was created as an University Assignment. It was created in OpenGL, C++, NGL lib and QT. The project consist of creating a deferred rendering using the deferred shading technique that is currently the most wide spread method. It features working and fully customizable directional, point and spot lights. Support for loading external geometry along with Diffuse, Specular and Normal maps also exists. Another extra pass for Screen Space Ambient Occlusion was later added to provide more realism to the renderer.
Real-time Cloth Simulator - (June 2013)
- This project was created as an University Assignment. It was created in OpenGL, C++, NGL lib and QT. The cloth simulator uses the algorithm developed by IO Interactive and that was first used in the video game Hitman: Codename 47. The algorithm is using stiff constrains instead of regular springs with spring coefficient and is based on a "Verlet" integration scheme for speed efficiency. The advantage of this method is the ability to use a high number of particles for cloth creation with very little speed impact. Since the springs are stiff, the cloth system is fully stable with low chances for the system to become unstable. The project also features ball, box and plane collision and an quick algorithm for self-collision based on an octree of bounding boxes.
(First) Website to support Multi Monitor Stereoscopic 3D Video Playback