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Andreas Nilsson's Work

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  • My implementation of Screen-Spaced Ambient Occlusion and Deferred Rendering in DirectX 10, next is Light-Indexed... DirectX 0

    Deferred Rendering + SSAO

    My implementation of Screen-Spaced Ambient Occlusion and Deferred Rendering in DirectX 10, next is Light-Indexed…

  • I never really got around to upload any screenshots of Gravehold – so here they... UDK 0

    Gravehold Screenshots

    I never really got around to upload any screenshots of Gravehold – so here they…

  • We finally go around to make another one since it’s mandatory when submitting your game... Video 0

    New Gravehold Trailer

    We finally go around to make another one since it’s mandatory when submitting your game…

  • For the last couple of months me and three friends have been working on game... UDK 0

    Gravehold & UDK

    For the last couple of months me and three friends have been working on game…

  • It has been too long since I last updated this blog, mostly because I have... Text 2

    Update!

    It has been too long since I last updated this blog, mostly because I have…

  • This is a project I have been looking forward too. I implemented PhysX in both... HLSL 0

    Ogre3D + PhysX

    This is a project I have been looking forward too. I implemented PhysX in both…

  • Simulated bloom and high dynamic range when an object intersects the sun / light. Video 0

    HDR & Bloom

    Simulated bloom and high dynamic range when an object intersects the sun / light.

  • This demo simulates three types of effects accomplished by sampling the background and using different... Video 0

    Reflection, Refraction and Distortion

    This demo simulates three types of effects accomplished by sampling the background and using different…

  • By using the lights view and projection matrixes we render a depth map which we... Video 0

    Shadow mapping

    By using the lights view and projection matrixes we render a depth map which we…

  • A common phong shader which uses a point light and a normal map to produce... Video 0

    Phong shading

    A common phong shader which uses a point light and a normal map to produce…

  • EVO is short for evolution and evolution is just what this application is all about.... C++ 4

    A small evolution application with flocking

    EVO is short for evolution and evolution is just what this application is all about….

  • A A* implementation I did for my AI course. The lumberjacks are suppose to go... C++ 0

    A*

    A A* implementation I did for my AI course. The lumberjacks are suppose to go…

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  • Recent Posts
    • Deferred Rendering + SSAO
    • Gravehold Screenshots
    • New Gravehold Trailer
    • Gravehold & UDK
    • Update!
    • Ogre3D + PhysX
    • HDR & Bloom
    • Reflection, Refraction and Distortion
    • Shadow mapping
    • Phong shading
  • Tag Cloud
    AI Bloom C++ Cloth Collision Concept Cooking Deferred Rendering Design Desin DirectX DirectX 10 Distortion Experience Gravehold HDR Headweb HGE HLSL Learning Light Nvidia Fx Composer Ogre3D Phong Physics PhysX Programming Recraftion Reflection Screen-Spaced Ambient Occlusion Screen Shots Semester Shadow Mapping SSAO Thesis Trailer UDK Unreal Unreal Development Kit UnrealScript Update Utah Teapot Video way points Work

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