This page includes links to a number of my highest quality demos and code samples implementing my prior research work. Many demos include implementations of earlier algorithms for comparative purposes or because one algorithm naturally builds on another. I have numerous other research demos not posted here due to space constraints (and because they're of lower quality); feel free to e-mail me if you're searching for examples of my other work.
- Windows binary demo demonstrating our 2015 Symposium on Interactive 3D Graphics paper, "Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers"
- Windows binary and C++ code demonstrating our 2011 High Performance Graphics paper, "Voxelized Shadow Volumes"
- Windows binary and C++ code demonstrating our 2009 Symposium on Interactive 3D Graphics paper, "Multiresolution Splatting for Indirect Illumination"
- Windows binary and C++ code demonstrating our 2009 Eurographics paper, "Adaptive Caustics Maps Using Deferred Shading"
- Windows binary and C++ code demonstrating our 2008 Symposium on Interactive Ray Tracing paper, "Interactive Volumetric Shadows in Participaring Media with Single-Scattering"
During my tenure as faculty at the University of Iowa
, I developed
an OpenGL-based library to help prototype my research ideas. Most of my and my students' research in the last
few years I was in Iowa built on this library, and I still actively use and develop this library (though the latest version will rarely be posted). For now, you are welcome to freely use this library for any non-commercial purposes, though when I next update the library I plan to release it under a BSD-license.
- (I)owa Open(GL) (U)tilities library, v0.5.0 [June 2013]
- Samples using IGLU, v0.4.0 [May 2012]