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Niko's Project Corner

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Global illumination

(13th July 2013)

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.

Languages: C++ SDL
Tags: Rendering

CUDA realtime rendering engine

(9th July 2013)

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.

Languages: C++ CUDA SDL
Tags: Rendering

Fingerprint matching algorithm

(25th June 2013)

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).

Languages: Matlab C++ SDL
Tags: Computer Vision Data Structures