Phil Schumann, Berlin
Software Developer

30 Mar 2015 Showcasing my 2013-2014 work on high-performance, photo-realistic-lighting (so ignore the models used here) GPU shader programs with mobile aspirations..

Shader coding

Showcasing my 2013-2014 work on high-performance, photo-realistic-lighting (so ignore the models used here) GPU shader programs with mobile aspirations..

Shader coding 1/22Physically-based lighting
Shader coding 2/22Physically-based lighting
Shader coding 3/22Physically-based lighting
Shader coding 4/22screen-space water (no polygons = infinitely smooth detail at all scales)
Shader coding 5/22screen-space water (no polygons = smooth transition from no-water to full-water)
Shader coding 6/22Screen-space terrain shader (no polygons = infinitely smooth detail at all scales; and no terrain size restrictions)
Shader coding 7/22Physically-based lighting
Shader coding 8/22Physically-based lighting
Shader coding 9/22Physically-based lighting
Shader coding 10/22Physically-based lighting
Shader coding 11/22Physically-based lighting + screen-space water
Shader coding 12/22Physically-based lighting + screen-space water
Shader coding 13/22Physically-based lighting
Shader coding 14/22Physically-based lighting
Shader coding 15/22Physically-based lighting
Shader coding 16/22Physically-based lighting
Shader coding 17/22Physically-based lighting
Shader coding 18/22Physically-based lighting
Shader coding 19/22Physically-based lighting
Shader coding 20/22Physically-based lighting
Shader coding 21/22Physically-based lighting + screen-space water
Shader coding 22/22Physically-based lighting + color grading
 
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