Graphics & Games Projects

by Remon (M. S. Karim)


Real-time Visual Simulation of Smoke on the GPU (C++/OpenGL/GLSL) [Apr 2010]


This is a real-time GPU based implementation of incompressible Navier-Stokes based numerical fluid simulation that I did for my Masters project at UNM. I used 3D textures for the grids and both simulation and visualization was implemented in shaders. For rendering I used the half-angle volume slicing algorithm generating nice soft shadows within and outside of the smoke volume.
**Details**
*Source code sample*


Real-time shading/lighting (C++/OpenGL/GLSL) [Nov 2009]


Shaded a model with multiple energy conserving light sources, translucency & Percentage-Closer Soft-Shadows. Also implemented an algorithm to remove seam artifacts on the model.
**Details**
*Source code sample*


Ray Tracer (C++) [2009]


Implemented the nuts & bolts of a ray tracer with sampling, anti-aliasing, texturing, area-lights with Ambient Occlusion, some procedural shaders, post-process tone mapping and distance based light attenuation effects in a composed scene.
**Details & source code**


John Player Gold Leaf - Boat Racing Game (5 Players) [2004]


  1. Worked on the engine and multi-player networking for this game developed at eSophers Ltd, and was successfully delivered to our client: British American Tobacco, Bangladesh.
  2. We use our own engine Agni written in C++/OpenGL to develop this game, and I used DirectPlay for network functionality.
  3. This game was designed to run on 5 PCs connected via LAN and was used by the client company inside mini-buses for a special advertising campaign. In this game upto 5 players race though a track though a vast ocean surface to a finish line in the mountain-side.
**Download the game**
*Source code sample (Client/Server Networking)*


The game credit screen (edited by Z ;-))


Procedural Clouds on GPU [2004]


This was an implementation of a GPU technique using perlin noise to simulate procedurally generated clouds on a plain surface. I worked with my friend Mishuk on this one.


Nerve Engine - Bump-mapping


I also worked on a engine (Nerve Engine) with Mishuk to use as a testbed to try out different graphics/games techiniques. Here I was testing a bump mapping shader on an object.
*Source code sample for handling 3D models and Geometry*.


Java ME 2D Game Experiment


Wrote some Java ME code to experiment with 2D image sprite based games for mobile devices.
*Source code*