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Homepage | ||
======== | ||
.. toctree:: | ||
:glob: | ||
:titlesonly: | ||
:hidden: | ||
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* :ref:`genindex` | ||
* :ref:`search` | ||
source/*/index | ||
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Portfolio | ||
========= | ||
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.. toctree:: | ||
:glob: | ||
:titlesonly: | ||
:hidden: | ||
Programming | ||
----------- | ||
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source/*/index | ||
Programming Languages | ||
:General: C#, Python | ||
:Markup: Markdown, reStructuredText | ||
:Shaders: High Level Shading Language \(HLSL\), OpenGL Shading Language \(GLSL\) | ||
:Utility: PowerShell | ||
:Learning: Rust | ||
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Social Media Management | ||
----------------------- | ||
Version Control | ||
:Git: GitHub, GitLab | ||
:Subversion: TortoiseSVN | ||
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YouTube Channel | ||
- Maintain a YouTube page for promotional and personal videos. | ||
- Used a note-based template system through `Logseq <https://logseq.com/>`_ to streamline filling out information for video content. | ||
- Engaged with the audience, when needed, and reflected feedback. | ||
Source Code Editors: | ||
Notepad++, Visual Studio Code, PyCharm | ||
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Facebook & Instagram | ||
Created video content for promoting Project Reality's development highlights. | ||
Project Management | ||
Redmine | ||
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Video-Editing (2015 - Present) | ||
------------------------------ | ||
Documentation Generators | ||
MkDocs, Sphinx | ||
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Used various tools to create content for social media channels. | ||
Research and Development | ||
Zotero, Logseq, draw.io | ||
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Editing and compositing video | ||
- `Blender Video Sequence Editor (2015 -> 2020) <https://www.blender.org/features/video-editing/>`_ | ||
- `Davinci Resolve (2020 -> Preset) <https://www.blackmagicdesign.com/products/davinciresolve>`_ | ||
Other | ||
PowerShell Terminal | ||
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Media conversion | ||
`FFmpeg <https://ffmpeg.org/>`_ | ||
Experience | ||
^^^^^^^^^^ | ||
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Desktop recording | ||
`OBS Studio <https://obsproject.com/>`_ | ||
Project Reality: Battlefield 2 | ||
"""""""""""""""""""""""""""""" | ||
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Downloading media | ||
`yt-dlp <https://github.com/yt-dlp/yt-dlp>`_ | ||
:Date: 2021 - Present | ||
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ReShade Shader Development (2020 - Present) | ||
------------------------------------------- | ||
I am developer for the Project Reality: Battlefield 2 \(PR: BF2\). | ||
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Created `CShade <https://github.com/papadanku/CShade>`_, a library of image and video processing shaders. | ||
Teamwork | ||
- Communicated with other developers on new features. | ||
- Helped new contributors get started with development. | ||
- Posted development blogs to update the player community on the game's progress. | ||
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CShade contains ported and in-house shaders, including: | ||
Repository Tool Usage | ||
- Redmine to track changes and updates | ||
- TortoiseSVN as version control | ||
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Image Processing | ||
^^^^^^^^^^^^^^^^ | ||
HLSL: Updates | ||
- Rewrote shader codebase to Shader Model 3.0 | ||
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Ported AMD FidelityFX shaders | ||
- `FidelityFX Lens <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_lens/>`_ | ||
- `FidelityFX Contrast Adaptive Sharpening (CAS) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_contrast-adaptive-sharpening/>`_ | ||
- `FidelityFX Robust Contrast Adaptive Sharpening (RCAS) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_super-resolution-upscaler/#robust-contrast-adaptive-sharpening-rcas>`_ | ||
- Ported shader assembly to programmable shaders | ||
- Ported multitexture blending passess to programmable shaders | ||
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Common anti-aliasing | ||
- `Fast Approximate Anti-Aliasing (FXAA) <https://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing>`_ | ||
- `Directionally Localized Anti-Aliasing (DLAA) <http://www.and.intercon.ru/releases/talks/dlaagdc2011/>`_ | ||
- Post-processing suppression | ||
- Thermal pixelation | ||
- Water reflection | ||
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Color conversions | ||
- Chromaticity spaces | ||
- Polar color spaces | ||
- Grayscale | ||
HLSL: Implementations | ||
- 16x anisotropic filtering support | ||
- Complete per-pixel lighting | ||
- Distance-based fog | ||
- Logarithmic depth buffering | ||
- Offmap terrain procedural sampling | ||
- Valve Software's `Half-Lambert Lighting <https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf>`_ | ||
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Convolutions | ||
- Gaussian blur | ||
- Edge detection | ||
Python: Implementations | ||
- Python-generated dynamic AI view distance setting | ||
- Reformatted codebase to fit closer to PEP\-8 standards | ||
- Extended bot loadout to spawn with standard **and** alternate kits | ||
- Randomized bot loadout kits via Python | ||
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Local normalization | ||
- Census transform | ||
- Local contrast normalization | ||
`RealityDocs <https://gitlab.com/realitymod/public/RealityDocs>`_ | ||
Porting the team's modding documentation into a static documentation site. | ||
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Video processing | ||
^^^^^^^^^^^^^^^^ | ||
`RealityShaders <https://github.com/realitymod/RealityShaders>`_ | ||
Maintained an open-source repository for Project Reality's updated shaders. | ||
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- Adaptive autoexposure | ||
- Datamoshing | ||
- Motion blur approximation | ||
- Vector lines | ||
`RealityUDL <https://gitlab.com/realitymod/public/realityudl>`_ | ||
Updated Project Reality's language support for Notepad++. | ||
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Post Processing | ||
^^^^^^^^^^^^^^^ | ||
Projects | ||
^^^^^^^^ | ||
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- Backbuffer blending | ||
- Dual-Kawase bloom | ||
- Lens effect | ||
- Letterbox | ||
- Sharpening | ||
- Vignetting | ||
ReShade Shaders | ||
""""""""""""""" | ||
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Photography & Videography (2021 - Present) | ||
------------------------------------------ | ||
:Date: 2020 - Present | ||
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Used camera equipment to capture images and record video. | ||
Created `CShade <https://github.com/papadanku/CShade>`_, a library of image and video processing shaders. CShade contains ported and in-house shaders. | ||
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:Camera: Sony Alpha 6000 | ||
:Lens: Sony SELP 1650 | ||
:AMD FidelityFX Ports: - `FidelityFX Lens <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_lens/>`_ | ||
- `FidelityFX Contrast Adaptive Sharpening \(CAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_contrast-adaptive-sharpening/>`_ | ||
- `FidelityFX Robust Contrast Adaptive Sharpening \(RCAS\) <https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_super-resolution-upscaler/#robust-contrast-adaptive-sharpening-rcas>`_ | ||
:Anti-Aliasing: - `Fast Approximate Anti-Aliasing \(FXAA\) <https://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing>`_ | ||
- `Directionally Localized Anti-Aliasing \(DLAA\) <http://www.and.intercon.ru/releases/talks/dlaagdc2011/>`_ | ||
:Camera Effects: Autoexposure, Dual-Kawase Bloom, Lens Effect, Vignette | ||
:Color Conversions: Chromaticity Space, Polar Coordinate Space, Grayscale | ||
:Convolutions: Gaussian Blur, Edge Detection, Sharpening | ||
:Local Normalization: Census Transform, Local Contrast Normalization | ||
:Motion Estimation: Hierarchical Lucas-Kanade Optical Flow | ||
:Post-Processing: Backbuffer Blending, Letterbox | ||
:Video Effects: Datamoshing, Motion Blur, Vector Lines | ||
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Project Reality: Battlefield 2 (2021 - Present) | ||
----------------------------------------------- | ||
ReadShade | ||
""""""""" | ||
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Shader Development | ||
^^^^^^^^^^^^^^^^^^ | ||
:Date: 2024 - Present | ||
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Updated codebase to Shader Model 3.0 | ||
ASM and multiblending rewritten to programmable shaders. | ||
- Launched a documentation site for ReShade-related support using MkDocs. | ||
- Collaborated with `Depth3D <https://blueskydefender.github.io/Depth3D/>`_ to create a documentation site. | ||
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Updated existing effects | ||
- Post-processing suppression | ||
- Thermal pixelation | ||
- Water reflection | ||
PythonicEngine | ||
"""""""""""""" | ||
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Implemented various graphics features | ||
- Distance-based fog | ||
- Valve Software's `Half-Lambert Lighting <https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf>`_ | ||
- Per-pixel lighting | ||
- Logarithmic depth buffering | ||
- Off-terrain procedural sampling | ||
- 16x anisotropic filtering support | ||
:Date: 2023 | ||
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Other Development | ||
^^^^^^^^^^^^^^^^^ | ||
I spent the a weekend in 2023 following `Coder Space's Python 3D Engine Series <https://youtube.com/playlist?list=PLi77irUVkDav8GLrZSVZiPPHvVa-RjJ-o>`_. Here are the things I learned about. | ||
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Python Implementations | ||
- Randomized bot loadouts via Python | ||
- Python-generated dynamic AI view distance setting | ||
Day 1 | ||
- Adding geometry, basic lighting, and a camera to a scene | ||
- Best practices: mipmapping, gamma-correction, code refactoring | ||
- Fundamentals of the OpenGL pipeline, from the CPU to the GPU | ||
- Using ``PyGame``, ``ModernGL``, and ``PyGLM`` to make an engine | ||
- Differences between Vertex Buffer Objects \(VBOs\) and Vertex Array Objects \(VAOs\) | ||
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`RealityDocs <https://gitlab.com/realitymod/public/RealityDocs>`_ | ||
Transition the team's modding documentation into a static documentation site. | ||
- A VBO is a boxs with items | ||
- A VAO is the box's manual on how to interpret its items | ||
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`RealityShaders <https://github.com/realitymod/RealityShaders>`_ | ||
Maintained an open-source repository for Project Reality's updated shaders. | ||
Day 2 | ||
- Code refactoring through polymorphism | ||
- Creating a skybox | ||
- Plane-based skyboxing | ||
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`RealityUDL <https://gitlab.com/realitymod/public/realityudl>`_ | ||
Updated Project Reality's language support for Notepad++. | ||
Day 3 | ||
- Creating smooth shadowmapping | ||
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Day 4+ | ||
- Using Sphinx to generate documentation for this project | ||
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---- | ||
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Content Creation, Social Media Management | ||
----------------------------------------- | ||
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Used various hardware and software to create content for social media channels. | ||
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Hardware | ||
:Camera: Sony Alpha 6000 | ||
:Lens: Sony SELP 1650 | ||
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Software | ||
`OBS Studio <https://obsproject.com/>`_ | ||
Desktop recording, media muxing | ||
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`yt-dlp <https://github.com/yt-dlp/yt-dlp>`_ | ||
Media downloading, media conversion | ||
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Video Production | ||
- `Blender Video Sequence Editor \(2015 -> 2020\) <https://www.blender.org/features/video-editing/>`_ | ||
- `Davinci Resolve \(2020 -> Preset\) <https://www.blackmagicdesign.com/products/davinciresolve>`_ | ||
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Media Conversion | ||
- `FFmpeg <https://ffmpeg.org/>`_ | ||
- `fre:ac <https://www.freac.org/>`_ | ||
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Project Reality: Battlefield 2 | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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:Date: 2023 - Present | ||
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:Discord: https://discord.com/servers/project-reality-190090455973756928 | ||
:Facebook: https://www.facebook.com/realitymod | ||
:Instagram: https://www.instagram.com/projectrealitymod/ | ||
:YouTube: https://www.youtube.com/@ProjectRealityMod | ||
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- Engaged with the community regarding feedback on the game. | ||
- Created short video content for promoting Project Reality's development. | ||
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Short 1 | ||
- https://www.facebook.com/realitymod/videos/2024-update-reveal-1-shorts/355546420818308/ | ||
- https://www.instagram.com/projectrealitymod/reel/C4nDvMzMEBM/ | ||
- https://www.youtube.com/shorts/CtcVkypMKLE | ||
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Short 2 | ||
- https://www.facebook.com/realitymod/videos/2024-update-reveal-2-shorts/1612029272964840/ | ||
- https://www.instagram.com/projectrealitymod/reel/C5YIZiNBViH/ | ||
- https://www.youtube.com/shorts/1mmFA_XHZg0 | ||
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Personal Social Media | ||
^^^^^^^^^^^^^^^^^^^^^ | ||
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:Date: 2022 - Present | ||
:YouTube: https://www.youtube.com/@papadanku | ||
:Instagram: https://www.instagram.com/paulinyourwall/ | ||
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- Maintained a YouTube page for promotional and personal videos. | ||
- Used a note-based template system through `Logseq <https://logseq.com/>`_ to streamline filling out information for video content. | ||
- Engaged with the audience and reflected feedback. | ||
- Used YouTube Analytics to monitor audience data. |
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