Duration: | ±4 weeks |
---|---|
Date: | April-May 2013 |
Course: | Graphics programming 4 |
Tools used: | OpenGL Cg Visual Studio 2010 gDEBugger |
The final assignments for graphics programming 4 was normal mapping and projected shadow maps for spot lights. I wanted to make something more challenging so I decided that I would implement these assignments in a differed renderer. I also added Screen space reflections using multiple bilateral blurred mipmaps to simulate imperfect specular reflections (which take reflection distance in to account). For performance the screen space reflections are rendered at half the screen resolution.
Features:
All effects combined
Diffuse buffer
Specular buffer (alpha is specular exponent)
Normal buffer
Without SSR or bloom, used for sharp reflections
Bilateral blurred for reflection (1st mipmap)
Bilateral blurred for reflection (2nd mipmap)
Bloom buffer
SSR Isolated with bloom
Spheres demonstrating SSR (down scaled from higher resolution)
SSR isolated (down scaled from higher resolution)
3 Spotlight reflected in the floor