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Graphics Overview

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Graphics Overview

Author: Arnas

Engine Architecture and Design

Game Engine Architecture - Looks over the scope of the engine, including abstraction between engine systems and game logic.

Justification for DirectX 11 - Has technical and practical reasons for using DirectX 11 as the primary rendering API for the engine.

Rendering Systems

Texture Loader - Covers the research, implementation, and comparison of texture loading used within the engine.

Lighting and Shadows - Explains the implementation of real-time lighting and geometric shadow systems, including the limitations and rendering trade-offs.

Rendering Backend Implementation

DirectX 11 Rendering Implementation - Details the DirectX 11 backend, including device creation, swap chain management, buffers and debugging considerations.

PS5 Rendering Implementation - Discuss the rendering backend implementation targeting the PS5 (Prospero) platform and having it one-to-one graphically. Note: This has been omitted from the public due to NDA reasons, however my work included the inital implementation, the multi-rendering passes, and porting over the shader logic to work for PS5.

Web Port Rendering Implementation - Explains the implementation considerations and limitations when porting the renderer to OpenGL 3 and Emscripten for the web.

Artefact Functions

Artefact Functions - Documents rendering functions used throughout development.

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