Experimental iOS App: Pixel Art Meets Global Illumination Rendering

This experimental iOS Graphics app is ½ old-school 2D pixel editor and ½ 3D global illumination renderer. I developed a ray casting algorithm that uses low- resolution depth and color maps to produce a high resolution rendering with subtle lighting and shading.

From left to right: depth map (user created), color map (user created), depth + color (used for final render), global illumination rendering.

Design progressed through several prototypes and my algorithm was ported to the iPhone GPU by a contractor before setting this project aside to work on Percolator 2.0.

 

Early prototype.

Early prototypes.

The 'bitmap rendering' technique was originally developed for an experimental Rogue-style game in 2003.

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