Indirect Lighting & Physical Based Rendering
The game was built using Vulkan as the rendering API, which was primarily managed by my
colleague Marcus, while I focused on the implementation layer. For this project, I looked to
achieve real time indirect lighting using a technique known as voxelization alongside a
physical based rendering system. However, I faced difficulties optimizing the algorithm
while maintaining frames and thus, with the lack of time, the indirect component was
scrapped from the final game and instead the voxels were used to generate less than ideal
shadows.
I consider the final visuals of the game a huge failure on my end but it was an extremely
insightful lesson which resulted in countless days examining RenderDoc captures and looking
at possible areas of optimizations.