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Eric Polman – Game Programmer

Battling Brains for PS4. Micro Machines in 3D. Jun 28 / 2016. Light Propagation Volumes (LPV) is an algorithm for achieving an indirect light bounce developed by Crytek and (previously) used in CryEngine 3. Having read numerous papers and articles (listed below), looked through code on GitHub (also listed below), I was disapppointed that there was a lack of clear information on how the algorithm works technically. […]. Apr 13 / 2016. Reflective Shadow Maps: Part 2 – The implementation. Mar 17 / 2016.

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Eric Polman – Game Programmer | ericpolman.com Reviews
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Battling Brains for PS4. Micro Machines in 3D. Jun 28 / 2016. Light Propagation Volumes (LPV) is an algorithm for achieving an indirect light bounce developed by Crytek and (previously) used in CryEngine 3. Having read numerous papers and articles (listed below), looked through code on GitHub (also listed below), I was disapppointed that there was a lack of clear information on how the algorithm works technically. […]. Apr 13 / 2016. Reflective Shadow Maps: Part 2 – The implementation. Mar 17 / 2016.
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1 menu
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4 stay updated
5 linkedin
6 github
7 twitter
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Eric Polman – Game Programmer | ericpolman.com Reviews

https://ericpolman.com

Battling Brains for PS4. Micro Machines in 3D. Jun 28 / 2016. Light Propagation Volumes (LPV) is an algorithm for achieving an indirect light bounce developed by Crytek and (previously) used in CryEngine 3. Having read numerous papers and articles (listed below), looked through code on GitHub (also listed below), I was disapppointed that there was a lack of clear information on how the algorithm works technically. […]. Apr 13 / 2016. Reflective Shadow Maps: Part 2 – The implementation. Mar 17 / 2016.

INTERNAL PAGES

ericpolman.com ericpolman.com
1

Battling Brains | Eric Polman – Game Programmer

http://ericpolman.com/portfolio/details/battling-brains

Jul 08 / 2014. Battling Brains – A story of paper, science and murder. The video below is a trailer we made for the game, also for an assignment. The first part is a sizzler, intended to make people enthusiastic, and the second part is just some early gameplay footage to demonstrate the gameplay. And several other tasks involving leadership qualities. Finally, I would like to thank Eric Troost and Ruben Rutten for being such cooperative programmers! Eric Polman - 2014. Created by Site5 WordPress Themes.

2

General | Eric Polman – Game Programmer

http://ericpolman.com/category/general

Posts Categorized / General. Jan 23 / 2014. Getting back to blogging. Welcome to this new blog of mine. Features the intake assignment I had to create for my application to IGAD, a project I started in XNA/C#. It also has my old portfolio. Before starting IGAD, summarized into one blog-post. This website will function as a portfolio and a blog. It will also feature a short bio and links to social networks like LinkedIn. The blog on this site will feature post-mortems for projects I have done, posts on gr...

3

Micro Machines in 3D | Eric Polman – Game Programmer

http://ericpolman.com/portfolio/details/micro-machines-in-3d

Micro Machines in 3D. Jan 28 / 2014. The game features several shaders. There is a shader for the bubbles, which are cones billboarded towards the camera. The more a normal of the vertex is pointed towards the camera, the more transparent it is. Another shader is the water-shader. This takes a variable “time” to create a wavy effect using sines on time and the z-position. The rest are just illuminating(explosion), diffuse, and textured diffuse shaders. Used in this project. See code at GitHub.

4

Getting back to blogging. | Eric Polman – Game Programmer

http://ericpolman.com/getting-back-to-blogging

Getting back to blogging. Jan 23 / 2014. Welcome to this new blog of mine. Features the intake assignment I had to create for my application to IGAD, a project I started in XNA/C#. It also has my old portfolio. Before starting IGAD, summarized into one blog-post. This website will function as a portfolio and a blog. It will also feature a short bio and links to social networks like LinkedIn. The blog on this site will feature post-mortems for projects I have done, posts on graphics programming, attempts ...

5

Graphics Programming | Eric Polman – Game Programmer

http://ericpolman.com/category/graphics-programming

Posts Categorized / Graphics Programming. Mar 17 / 2016. Reflective Shadow Maps (RSM) is an algorithm that extends “simple” Shadow Maps. The algorithm allows for a single diffuse light bounce. This means that, besides direct illumination, you get indirect illumination. This article breaks down the algorithm from the paper. To explain it in a more human-friendly way. I will also briefly cover Shadow Mapping. Figure 1: This image shows a depth map. The closer the pixel is, the brighter it appears. The (wor...

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EricPolman (Eric Polman) · GitHub

https://github.com/EricPolman

X65;ric@ericpolman.com. Http:/ www.ericpolman.com. Mar 3, 2012. Bananas are yellow and grow on plants. This will be a 3D Game Engine written by a group of IGAD students. 3D Level Editor in XNA and eventually a game. My intake assignment for the NHTV IGAD Game Programming study. Yet another real-time strategy game. Meant for learning C , Math and Game Programming principles. 0 contributions in the last year. Summary of pull requests, issues opened, and commits. Learn how we count contributions.

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Eric Polman – Game Programmer

Battling Brains for PS4. Micro Machines in 3D. Jun 28 / 2016. Light Propagation Volumes (LPV) is an algorithm for achieving an indirect light bounce developed by Crytek and (previously) used in CryEngine 3. Having read numerous papers and articles (listed below), looked through code on GitHub (also listed below), I was disapppointed that there was a lack of clear information on how the algorithm works technically. […]. Apr 13 / 2016. Reflective Shadow Maps: Part 2 – The implementation. Mar 17 / 2016.

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