HLSL Scene
Description
Built on top of the knowledge gained from Year 2 OpenGL programming module, this coursework explores the complexity of programmable pipeline for graphics using DirectX 11 and HLSL shaders language
Software used
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Visual Studio C++ & HLSL
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Github
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Render Doc
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Substance Designer
Year
2023
Genre
3D Scene
Engine
DirectX 11
Platform
PC


Key Features
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Model loading
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Shaders
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Gerstner Waves
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Shadows and lighting
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Blending and transparency
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Starry sky with Fractal Noise
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Animated fire billboard and crystal mesh using Simplex Noise
Controls
Camera
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WASD — pan camera
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Q/E — camera's height
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Mouse — camera rotation/ interaction with UI
Challenges in development
The initial premise for this coursework was to create a scene with realistic stylized shading using Gerstner waves as the main unit in the scene. Unfortunately, the normals calculation did not work as intended.
This was the moment where I shifted towards the hand-painted brush stroke look for my trochoidal waves and stylized look in general mimicking the common technique amongst anime and cartoon games where shadows and highlights are drawn manually on top of the surface of an object rather than computed by engine.
The more I shared my project's progress with colleagues and friends, the more they pointed out similarities with a scene from "Neon Genesis Evangelion," which became the main subconscious influence later on.

