real-time rendering miniprojectsc++/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 mappingUsing OpenGL's tessellation control shader and tessellation evaluation shader to implement view-dependent tessellation and displacing vertices in the mirror region