Global illumination(13th July 2013) |
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I implemented a simple global illumination algorithm, which constructs and solves the sparse matrix which describes how much tiles reflect light to each other. It supported only gray-scale rendering and wouldn't scale up to bigger scenes, but it was nevertheless an interesting project and I learnt a lot about 3D geometry, linear algebra and computer graphics. Graphics was drawn by a software renderer which uses only standard SDL primitive draw calls.
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CUDA realtime rendering engine(9th July 2013) |
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So far I've written a basic rendering engine which uses Nvidia's CUDA (Compute Unified Device Architecture) which can render reflective surfaces with environmental mapping and anti-aliasing and motion blur at 200 fps with minimal usage of 3rd party libraries such as OpenGL. This let me fully implement the cross-platform rendering pipeline from data transfer to pixel-level RGB calculations, all in C-like syntax.
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Fingerprint matching algorithm(25th June 2013) |
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For my Bachelor of Science degree I developed a novel fingerprint matching algorithm, which ended up beating many alternative methods which were developed by research groups around the world. The used dataset the same which was used for FVC 2000 (Fingerprint Verification Competition).
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