DirectX

One of my third year modules was graphics programming in DirectX. Provided with a flexible framework to work I created a variety of vertex, hull, domain, geometry and pixel shaders. With these shaders vertex manipulation, dynamic tessellation, particle effects, post processing and lighting were all performed and demonstrated.

The scene consists of a central sphere in with a particle system surrounding it, with a controllable wave system which propagates around the sphere. In front of the sphere is a plane where a post processing technique (kuwahara filter) can be demonstrated on a texture. The post processing technique can also be applied to the whole scene and the effect can be controlled in the GUI. To the left the sphere is another plane demonstrating dynamic tessellation on a manipulated height map. The tessellation and manipulation values of this plane can also be controlled within the GUI. Two point lights that can be toggled into spot lights are rotating around the middle casting a shadow onto a flat plane below with their attenuation and if a spotlight their exponent being adjusted.