real-time rendering miniprojects
c++/openGL
simple image bloom postprocess
Using shadow map (depth texture attached to FBO) to create a scene as if it is lit by an image from a projector. Also using PCF (Percentage Closer Filtering) to reduce jaggies at shadow boundaries:
skybox, normal mapping, procedural bump mapping, reflection mapping
Using OpenGL's tessellation control shader and tessellation evaluation shader to implement view-dependent tessellation and displacing vertices in the mirror region