Date Range
Date Range
Date Range
Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Implementation of different vertex and fragment shaders in the link below. Friday, November 9, 2012. Thursday, November 8, 2012. Friday, November 2, 2012.
Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view.
Ray tracer on the GPU using CUDA. Sunday, September 30, 2012. Scene with reflections, refraction, anti-aliasing, transparent shadows. Have implemented supersampled antialiasing, but it is done sequentially. It is done using 4 jittered samples in addition to the normal ray. The normal ray is given more weightage over the jittered points. The image below shows the.
Найдите похожие темы или создайте новую. Самые обсуждаемые вопросы, идеи, проблемы и благодарности. Как восстанавливать удаленные упоминания? Можно ли автоматически выставить у всех одинаковых сообщений одну тональность? Более 2 лет назад. Какой лимит количества символов в запросе? Более 2 лет назад. Как переименовать существующий тег? Более 2 лет назад. Пропала сеть Вконтакте и Твиттер из мониторинга.
Friday, November 9, 2012. Using the fragment shader, various image manipulation techniques were implemented. Created by combining multiple effects. Converted the image to grayscale and applied a gaussian noise to it. Then converted it to a vintage tone by mutplying by a brown tone color. Added noise to the image and then added vignetting effect depending on the distance from the center of the image.
Tuesday, November 20, 2012. Implemented screen space ambient occlusion using 3 different techniques. Used the Sponza scene to display the effects. Regular Grid AO - Difference. In this case random points within a sphere were used to determine how much is the occlusion. The points were rotated by a random value for each pixel, to reduce artifacts.