Ivy Engine (Procedural Shader Effects)

Ellipsoid and torus implicit meshes generated using parametric equations in conjunction with view-dependent tessellation implemented using Hull and Domain Shaders.

Procedurally generated terrain achieved through use of Perlin Noise (generated using a random hash function).

Deferred shading including a separate forward rendering pass for Geometry Shader generated billboarded particle systems.

Implicit objects generated using signed distance functions and raymarching.