Raydon Corp
Below are brief examples of work I did @ Raydon Corp. Keep in mind many of these images were captured during development, so they are not the final product.
Lighting, Shadows, Environment
When I arrived at Raydon their graphics department was non existent. In fact, much of their rendering was still being done with default fixed function shading. My first task was to overhaul their rendering engine which included developing a new shader based material system and asset creation pipeline. I also implemented cascading PSSM/PCSS shadow mapping to the engine. Lastly, I created a framework for post processing environmental effects such as bloom, fog, volumetric lights, and atmospheric perspective.
Procedural Terrain Content
Previously Raydon's terrains were all painstakingly created through a tedious manual process. To solve this, I created a procedural system which is primarily driven from a single texture. The color channels of this texture contain information about the surface materials for in a given region. Based on this information I developed a run-time framework to automatically distribute vegetation, geo-typical textures, and props. I also added the relief mapping and texture blending to the terrain shader to produce realistic surface details in the terrain skin. Lastly, I wrote a series of custom shaders to produce environmental details like simulated water flow.
Weathering Effects
As part of the efforts to enhance realism in our trainers, I developed a system to create dynamic procedural weather. This allowed the content creators the flexibility to easily change the difficulty of any training scenario by tweaking a few parameters. The primary parts of this framework include weather based texture blending, surface material modifications, dynamic skies, and visibility changes. Some additional details I added are terrain physics/wind tweaks and windshield glass effects.