This scene was created from my graphics programming module to demonstrate my understanding of the programmable graphics pipeline using Direct X 11.
I programmed the scene using C++ for the core programmer and HLSL for the shaders. I was required to demonstrate knowledge of the different stages of the pipeline. A rough breakdown of the application is as follows:
- Vertex – Terrain Height Map / Gerstner Wave Algorithm
- Hull / Domain / Tessellation – Level of Detail Calculation
- Geometry – Grass Generation
- Pixel – Post Processing (bloom) / Cook–Torrance Lighting
Skills: C++, Shader Programming, Source Control (git)