Hephaestus Engine
Under the supervision of Dr. Hamish Carr, I have created a low-level Vulkan engine used to illustrate different graphics techniques. It aims to investigate the rendering of real-time shadow mapping techniques: simple shadow mapping, cascaded shadow mapping, and omnidirectional shadow mapping, as well as a filtering technique called percentage-closer filtering. The project has been created in an engine-like manner such that it can be used later without re-organizing the whole application.
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