

REAL-TIME Rendering Techniques
Type: Computer Graphics Project · DigiPen
Subject: CS562
Engine: C++ / OpenGL / HLSL (created from scratch)
Description: Using algorithms and techniques concerned with rendering images more accurately and efficiently in video game software; preferably imitating techniques used in the digital entertainment industry.
Implementation:
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Smooth Free-Roaming First-Person Camera
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Deferred Shading Pipeline
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Normal Mapping
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Shadow Mapping
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Antialiasing
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Depth of Field
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Efficient Rendering for Multiple Light Sources
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Wireframe Geometry Shader
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Distance-Based Level of Detail Tessellation
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Adaptive View-Dependent Tessellation
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Procedural Texture Generation
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Occlusion Parallax Mapping with Shadows
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Horizon-Based Ambient Occlusion
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Image-Based Lighting
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Physically-Based Rendering
Author: Ander Alzola
Date: 2015
External Asset Credits:
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HDRI Panoramas – HDR Labs' sIBL Archive
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Bust of Sappho – Artec3D Scan Gallery
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Iron Man Helmet – Free3D (submitted by drop23)
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Audi RSQ – Free3D (submitted by christian7073)
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TIE Fighter – Free3D (submitted by ideastudio)