It has been a while since I have posted, but only because my progress has recently been hindered greatly. A few weeks ago my hard drive fully crashed and I had to get a new one, reinstall both operating systems (twice), and a lot of software. I still haven’t installed everything.
Then I went to SIGGRAPH 2012. Just being there took a week off my progress, but even more days were lost to jet lag after I came back to Japan.
Despite this I was able to add support for Macintosh OS X and DirectX 11, along with reflections for added visuals. I dropped DirectX 10, possibly forever. The point of this update is just to let everyone know that the project is still fully alive and active, so I will get right to the eye candy. All shots taken on DirectX 11, x64, and display physically based shading and reflections.
If you haven’t already, check out our R&D page at http://research.tri-ace.com/. There you can find the slides and course notes for our presentation at SIGGRAPH 2012 on physically based rendering. Although not shown here, my engine has adopted the physically based Blinn-Phong presented there as the default shader. The images here, however, are using a more complex BRDF.