Some results of each sections(updating...):
26 SSAO:
WITH SSAO | WITHOUT SSAO |
---|---|
Not Random Rotation | Not Range Check | Not Blur | Full SSAO | With Diffuse |
---|---|---|---|---|
25 Deferred Shading:
G-Buffer Viewing
In my nVidia GT650m with 128 point lights in the scene.
Models were drawed from back to front.
Forward shading is not stable, since fragment shaders were call differ from view position.
Deferred Shaidng | Forward Shading |
---|---|
stable at 19ms/frame | 27 ~ 37ms/frame |
24 PBR:
23 Bloom:
Without Bloom | With Bloom |
---|---|
22 HDR:
Without HDR | With HDR |
---|---|
21 Parallax Mapping
Only Diffuse | Diffuse + Normal Mapping | Diffuse + Normal + Parallax Mapping |
---|---|---|
20 Omnidirectional Shadow Maps
Shadow from a point light at (0, 0, 0):
19 Shadow Mapping:
Shadow and lighting with point light:
Shadow and lighting with directional light:
18 Normal Mapping:
Without Normal Mapping | With Normal Mapping |
---|---|
17 Gamma Correction:
Linear Attenuation, No Gamma Correction | Quadratic Attenuation, No Gamma Correction | Linear Attenuation, Gamma Correction | Quadratic Attenuation, Gamma Correction |
---|---|---|---|
16 Advanced Lighting:
Pure Phong Shading:
Blinn-Phong Shading:
Whims: Animation《Magic of Stella》's ending scene.
15 GeometryShader:
14 CubeMaps:
Whims: A Mirror!
13 Model Loading:
12 MultipleLights:
11 LightCaster(Different kinds of light):
10 LightMaps:
09 Materials:
08 BasicLighting
07 Colors
06 Camera
05 CoordinateSystem
04 Transformations
03 Textures
02 Shaders
01 HelloTriangle