Goal:
Implement an RTGI system and port it to all platforms that support hardware ray tracing.
Team Size:
Solo project
Platforms:
PS5, XBOX, PC, Mac, iOS, Android, Steam Deck
Implemented Features:
Analytical sky shading model for more accurate GI
Normal texture generation from depth
Single pass depth hierarchy from FidelityFX SSSR
Screen space ray marching for evaluation of screen space GI
Single bounce hybrid ray tracing for diffuse GI
Multi-bounce GI with probe volume cascades
World and frustum GPU hash implementation for samples accumulation
Denoising with reprojection and a weighted blur
Spatiotemporal reservoir sampling based on ReSTIR GI
In-flight motion vectors for animated objects
No G-Buffer - a fully Visibility Buffer adapted approach
About this Portfolio
Welcome to my portfolio website! I'm Andrei Bazzaev, a game developer and graphics programmer. Check out my projects and other parts of my portfolio to see my skills and experience.
I'm currently seeking an internship, so feel free to contact me with any opportunities. Thank you for visiting!
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