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

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three.js cloth simulation