Projects

I'm in the process of updating this section. The following are bits and pieces of some of my current and past projects. Be sure to check the screenshots section in the future as these projects mature.

Procedural Texture Synthesis

I'm currently working on a tool and a series of algorithms to generate and manage procedural textures. Currently there are over 20 filters that can be applied, with a good deal of them based around perlin noise. The graphical tool uses fltk and opengl, but I am considering moving over to .Net, and switching from a layer-based approach to a stack based approach similar to .werkkzeug. An alpha build can be downloaded here. Keep in mind it is an extremely early build, and that none of the features are currently documented, so it may be next-to-impossible to use for the uninitiated.. A basic sample 75byte texture file is included, with 2 generated results (layers 3 and 6). When the project reaches maturity, the source code will be released. If you are interested in an in-depth description of the algorithms used, do not hesitate to contact me. Check the screenshots section to see some nice examples.

TextureGen Interface

Web Development

Around early 2006 I worked on a tentative news entry management system intended to streamline and facilitate updates for small websites. This system, combined with an automatic RSS feed generator, uses PHP and MySQL.

Framework

I'm currently programming a multi-platform application framework, for use in future personal projects. Using an entirely modular design, the user will easily be able to choose and use modules suited to his purpose. This is especially targeted towards interactive graphics-oriented applications. However, it is by no means a graphics engine.

NGL 2.0

NGL 2.0 is a basic graphics engine that uses my application framework. It is not a full-fledged engine by any means, but it will be my algorithm and shader testbed and will serve mainly as a continusous learning experience. It is an evolution of my original graphics engine (NGL), which was the product of 3 years work during high-school.

Raytracing

My personal raytracer, which was written entirely from the ground up, is currently on hold, due to a hard drive crash which has considerably set back my efforts. Some of the features included: implicit surfaces, solid texturing, reflection, refraction, full illumination model, anti-aliasing, distributed ray tracing, jittering, adaptive supersampling, soft shadows, translucency, depth of field, bounding volumes, spacial partitioning (kd trees). I fully expect to continue this project in the future.