These are some of the projects I’ve been working on in my free time.
OpenPostPro Framework
The aim of this framework is to provide an easy and fast way to create a chains of different post-processing effects.
It has been developed using C++, DirectX 9c and HLSL. Most of the shaders don’t even require shader model 2.0.
So far, these are the available effects :
- Basic
- Black And White
- Invert
- Sepia
- Thermal
- Box Blur (4×4)
- Brightness
- Contrast
- Sobel 1D (3×3)
- Sobel 2D
- Sharpening
- Gauss Blur Separable (7×7)
- Gauss Blur (3×3)
- Kawase Blur
- Glare
- Downsampler (2×2,3×3,4×4,5×5)
- To Luminance
- Compute Average Luminance
- Compute Max (Color, luminance or whatever you need)
- Supress LDR (using a threshold: number or another texture)
- Tonemapping (Reinhard operator) and glares
And here you have some screenshots :
Real-Time Cloud Rendering
This is the name of my final year degree project that I developed in University of California Irvine and University of California San Diego there I was a visiting researcher in the Visualization and Interactive Systems Group headed by Professor Falko Kuester. It was also advised y Professor Oscar-Garcia Panyella from Universitat Ramon Llull.
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The aim of this thesis was the study of methods to render realistic skies (clouds and atmosphere) in real-time and then implement them. As a result, I have created a set of classes and shaders that allow the user to include skies into projects without thinking about algorithms beyond clouds or atmosphere.The project was developed using C++, OpenGL and Cg. Here there are some pictures from the demostration showed during the talk.
Spherical Harmonics Lighting
This is the name of my first final year degree project, it was advised by Professor Oscar Garcia-Panyella from Universitat Ramon Llull.
This project describes different strategies based on some mathematical functions related to the Spherical Harmonics theory in order to get a valid approximation when creating lighting effects in real-time.
Some of the algorithms explained and developed are Spherical Harmonics, Precomputed Radiance Transfer, Irradiance Environment Maps, Spherical Harmonics Coefficient Compression and Irradiance Volums.
The algorithms are absolutely functional with an associated low cost when using GPU hardware.


