Category Graphics

WebGL Engine

As my Degree Final Project, I have decided to develop a WebGL Engine and study what are the differences between Forward and Deferred Rendering under the supervision of Javi Agenjo, Graphics professor and researcher of the Universitat Pompeu Fabra, here at Barcelona. I decided work on this project because WebGL could be useful in the future to render 2D or 3D in a Web, creating a new engine will refresh my knowledge about them and how they work, and the most important reason is learn to code in Javascript and how Deferred Rendering works using WebGL, because as a good engineer I love to learn new things on every project I work.

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Procedural Terrain Generation

The first thing we should ask ourselves is: What is the procedural content generation and what we can do with it on games? PCG is the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc. This time we are generating the terrain for a posible sandbox game using voxels, like Minecraft. I have decided to use voxels because they are easy to manage and will allow me to do whatever I want with the terrain (cliffs, mountains, canyons, caves, corridors between caves, etc)

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Ray Tracing

In computer graphics, Ray Tracing is an algorithm for generating 3D images by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects, like reflections, refractions, shadows. The algorithm produce a very high degree of visual realism.

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Game Engine

This graphics engine is the biggest project I’ve developed on graphical programming. Further on, I will try to explain more extensively the structure used for development, the use of each part of the structure and why I chose that structure and not another.

For now, here’s a video demonstration.

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