Tuesday, 26 November 2013

Research Assignment Update: Displacement

This is final version of the prototype:

As you can see I have succeeded in creating a distance based tessellation and displacement shader.
With this all that remains for the research assignment is to give a presentation to the class.

Research Assignment Update: Distance Based Tessellation

Continuing with the research assignment, I've finished the distance based tessellation portion of my shader:

As you can see I've taken the advice of lawrencem93 and have decided to use a blast crater to show of my shader.

The last step of my shader is displacement mapping.

Wednesday, 13 November 2013

Research Task: Update 1

Moving forward with the research task I've decided to prototype a distance based tessellation and displacement shader, as the isoline domain is currently not implemented in unity.

So as my first step I'm going to be attempting a surface shader that calculates the distance to the player and tessellates by a set amount, in the process teaching my self how unity surface shaders work and how unity handles passing data between shaders seeing as you can only have one shader per material.

Sunday, 6 October 2013

Research Task: Tesseleation Shaders

My research task will be on modern Tesselation shader usage eg. Distance based tesselation as seen in Crysis 3, Fur shaders and Hair shaders.

For my prototype build I will be using unity and C#.

Sunday, 1 September 2013

Monday, 29 July 2013

Welcome.

Welcome to my digital portfolio, My name is Christopher Haley and I am a programmer specializing in video game development.