BSP & Deferred Rendering
- One of the team member of In-house game engine development (Four-man team)
- Project period: Dec 2011
- HLSL, DirectX, C/C++
I am one of the team members of developing the game engine and my major work is to improve the rendering efficiency and quality using the next generation game development technologies. For rendering efficiency, I have implemented BSP (binary space partition) tree system for scene management of the in-house game engine, TheFly, we used in NMA.
I have implemented the deferred rendering system for real-time news animation tools of NMA. Because there was some problems in our in-house animation tools. For examples, when we have to render the complex scene with many lights, our original animation tools had limitation on lighting number so that it could not support to do that. So I implemented the deferred rendering algorithm in it to solve this problem.