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Graphics engine solutions

Hard surface shader

The hard surface shader combines multiple smaller solutions and optimizations to common rendering errors. Specular occlusion, solves specular aliasing, improved clear coat at glancing angles, fixes glancing angle normals, glass shader with total internal refraction and fast reflection probe convolution filters.

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Terrain rendering

GPU accelerated terrain rendering. Render 40x40km down to 1mm resolution (elevations, computed normals, materials). Optimized compute shader code, GPU based Delaunay triangulation. 12 Floating point blended ecosystems with textures displacements and vegetation. Cached for performance.

sky_crop-B.png

Volumetric sky and fog

Volumetric skies, is a set of well optimized sky shaders, that solves light scatter in the atmosphere. Solves a slice 3000 km wide (east / west) and 400 km high for perfect pre-dawn light. Includes lensing in the atmosphere. Long range soft shadows cast perfect soft shadows of the terrain into the atmosphere.

maple.png

Vegetation

Fast modern gpu optimised tree and plant rendering. 9 million triangles per millisecond (2080 ti). Unique individual leaves and wind animations.

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