High-performance Whitted-style ray tracer, designed for multi-core / SIMD-enabled CPUs. Used to build several student games, including “Let There Be Light“, “A Time of Light“, “Pirates on the Edge” and “Outbound“. The center image was rendered for Edge magazine. Arauna is open source and can be used freely.
Brigade 1 Path Tracer
Experimental path tracer, designed for games. Used for several titles, including “Reflect” and “It’s About Time” (later re-implemented using Brigade 2). Brigade 1 uses all CPUs and GPUs for rendering. As Brigade 2 was sold to OTOY, source code for Brigade 1 is no longer available.
Brigade 2 Path Tracer
High-performance path tracer designed for interactive applications.
Downloads: High quality trailer for “It’s About Time” (59MB)
Arauna 2 Path Tracer
Experimental path tracer, with efficient sampling of complex BRDFs and light sources. Video here.
Unnamed reference software rasterizer, developed for a course on ray tracing for games for the Czech Technical University in Prague. Features: texture mapping with palette, scene graph, sub-pixel and sub-texel correction.
Unnamed OpenGL engine with depth of field, shadow mapping for spotlights and point lights, ambient occlusion and screen space reflections.
Hatched!: summer family project. Full Android puzzle game, with 64 levels, inspired by Eggerland (HAL). The game was built on a custom C++ framework. Get Hatched! now from the Play Store and become my second customer. 🙂