Physically Based Rendering - DirectX 12 - Different materials - Area lights (spherical, capsule, rectangle, disk) - Specular and diffuse environment lighting - Pre-Filtered Environment Maps. Split Sum Approximation for specular env map.
Line-Sweep Ambient Occlusion - DirectX 12, compute shader - My Implementation of Line-Sweep Ambient Obscurance - Comparison with V-Ray ray tracing and Alchemy Ambient Occlusion - Larger & smooth occlusion in comparison with Alchemy AO - Not well tuned, some artifacts due to screen space nature of algorithm - Algorithm developed by Ville Timonen (http://wili.cc/research/lsao/) - Was used in Quantum Break (2016, Remedy Entertainment)
Screen Space Soft Shadows - DirectX 12 - Implementation of technique from GPU Pro 6 (Marton Tamas and Viktor Heisenberger) - Varied penumbra size. Very soft. Cheap in comparison with PCSS
Opengl 4 demo - ambient occlusion with interleaved sampling - shadows with variative penumbra - volumetric shadows - tiled deferred shading (use linked list to create dynamic lights list) - hierarchical-Z map based occlusion culling (with lods) - fully gpu scene-draw using MultyDrawIndirect - global illumination (deferred radiance transfer volumes)