The Museum

2017

Fast Bilateral-Space Stereo

Fast Bilateral-Space Stereo

A naïve implementation of the Fast Bilateral-Space Stereo method from the Fast Bilateral-Space Stereo for Synthetic Defocus paper by Jon Barron.

2016

Inverse Kinematics based Articulated-ICP

Inverse Kinematics based Articulated-ICP

An implementation of articulated ICP paper by Shachar Fleishman [1]. Iterative Closest Point (ICP) is an algorithm employed to minimize the difference between two clouds of points or between a point cloud and a model. In this case we align a point cloud with an articulated model.

Iterative Dynamics with Temporal Coherence & Verlet Game Physics

Iterative Dynamics with Temporal Coherence & Verlet Game Physics

I already experimented with game physics in 2009 and 2010. I refreshed my knowledge of the game physics papers of Erin Catto and verlet integration based game physics of Thomas Jakobsen.

2015

Embedded Deformation for Shape Manipulation

Embedded Deformation for Shape Manipulation

Implementation of the paper “Embedded Deformation for Shape Manipulation” by Robert W.

Improving time-of-flight measurements with the shading constraint

Improving time-of-flight measurements with the shading constraint

An implementation of the "Shading constraint improves accuracy of time-of-flight measurements" paper by Martin Böhme.

2012

Minecart Game Prototype

Minecart Game Prototype

An unfinished hobby project made in C# XNA for Windows Phone. The scope was too big and I don't have any artistic talent.

Real-time Local Reflections

Real-time Local Reflections

With Real-Time Local Reflections (RLR) or Screen Space Reflections, you ray march in screen space to approximate local reflections. Win32 C++ Direct3D 11

Demo: tvdz_realtime_local_reflections_jan2012.rar


2011

Tile-Based Deferred Shading

Tile-Based Deferred Shading

Based on "Deferred Rendering for Current and Future Rendering Pipelines" of Andrew Lauritzen. C++ Direct3D 11 + DirectCompute.

MilkDrop 2 Clone

MilkDrop 2 Clone

A clone of the music visualizer MilkDrop 2 included in Winamp. Rendering is done with Direct3D 11 and the equation solver is made in DirectCompute.

A big "thank you" to Geiss, the inventor of MilkDrop, for publishing the source code of MilkDrop 1.14 and all the authors of all those beautifull MilkDrop presets.


2009

Tumbling Cubes

Tumbling Cubes

Tumbling cubes with a simple depth of field as post process. The rigid body dynamics are based on the presentation of Erin Catto "Iterative Dynamics with Temporal Coherence". My first encounter with shaders. Win32 C++ OpenGL

Rigid Body Dynamics and Airplane Physics

Rigid Body Dynamics and Airplane Physics

Original goal was a small airplane video game. My focus drifted to the rigid body dynamics articles of Chris Hecker and airplane physics.


2007

Cosmoball

Cosmoball

This is a little game where you can control a ball and have to manage it through obstacles. The world is supposed to be full with electronic components. Win32 C++ OpenGL

Demo: tvdz_cosmoball_demo.rar
Source: tvdz_cosmoball_source.rar


2003

Bouncing Bal

Bouncing Bal

This is an C++ OpenGL application where a ball bounces in an environment made in 3d Studio Max. Self-made lightmapping is applied on the environment. This was my first real 3D collision demo.

Light Mapping

Light Mapping

An application that generates light maps depending on the placement of different light points. C++ OpenGL.

2D Game

2D Game

This was my first finished Win32 C++ OpenGL game. In the game you have to to find 2 magic bottles. After that you can pass the poisoned water to get to the finish. The controls are: arrow keys + space bar (F4 = ghost mode).

Demo: tvdz_2dgame_gammadelta.rar
Controls: arrow keys + space bar, F4 = ghost mode


2002-2003

3D Editor

3D Editor

A C++ MFC OpenGL application for creating 3D objects, especially tunnels. During the first year of college I had the idea to create a tunnel racer. Instead of learning an existing 3D modeling program I started with my own 3D editor in C++ with MFC and OpenGL. It took me a long time and a lot of work in oder to create a functioning application. You could create loopings, bend tubes, draw basic primitives, texturing, etc. I never started on the actual game itself. But on the opposite side, I learned a lot of new things due to this project.


2001

3D Editor in Visual Basic

3D Editor in Visual Basic

As almost every teenager I was playing video games non-stop. Inspired by those games, I wanted to create my own game. Because I was already messing around with Visual Basic 5 & 6 for a few years I started programming a level editor with the use of Direct3D 8 (only the perspective view was in direct3D). I wanted to create an FPS that was located in a sewer. I managed to create a basic level editor and as you can see I had made a small level. It took a long time to create because my editor requested a lot of manual input. For the game itself, I got as far as walking around in the level with some basic collision detection and you could open a door.