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Marvel's Avengers
Nixxes Software


Optimizing for lower end consoles

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Shadow Of The Tomb Raider
Nixxes Software


Porting the final installment of the reboot series

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Light Propagation Volumes
Realtime Dynamic Global Illumination


Real-time Discrete approximation of first diffuse bounce. Light Propagation Volumes uses Spherical Harmonics to compress complex indirect lighting information into a 3D grid. This light is then propagated through the grid, simulating indirect light moving through the scene.

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Reflective Shadow Mapping
Plausible Global Illumination


Generate a virtual point light cloud to simulate a first diffuse bounce. Reflective Shadow Mapping fills textures with the data required to generate a plausible approximation of a first diffuse lighting bounce.

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Culling Of Geometry in DirectX12
Only Draw What Matters


Frustum and occlusion culling can greatly reduce workload in renderers. I use new functionality in DirectX 12 to achieve fast and accurate culling of geometry.

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KABOUNCE
GPU Optimizations


Stitch Heads hired me to thoroughly analyze the graphics part of their game. The game was not running as fast as expected, they wanted to know why and how to fix it.

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CPU Raytracing
Let there be light


A precursor project I did to start GPU ray tracing. I wanted to have a simple working reference raytracer before getting into GPU ray tracing.

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The IGAD Engine, Hyphen
Let's create a Game Engine


My classmates and I had the idea to create a fully usable and modular game engine.

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© 2017, Dave Schachtschabel