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:

  • Smooth Free-Roaming First-Person Camera

  • Deferred Shading Pipeline

  • Normal Mapping

  • Shadow Mapping

  • Antialiasing

  • Depth of Field

  • Efficient Rendering for Multiple Light Sources

  • Wireframe Geometry Shader

  • Distance-Based Level of Detail Tessellation

  • Adaptive View-Dependent Tessellation

  • Procedural Texture Generation

  • Occlusion Parallax Mapping with Shadows

  • Horizon-Based Ambient Occlusion

  • Image-Based Lighting

  • Physically-Based Rendering

Author: Ander Alzola

Date: 2015

External Asset Credits:

  • HDRI Panoramas – HDR Labs' sIBL Archive

  • Bust of Sappho – Artec3D Scan Gallery

  • Iron Man Helmet – Free3D (submitted by drop23)

  • Audi RSQ – Free3D (submitted by christian7073)

  • TIE Fighter – Free3D (submitted by ideastudio)

​Contact: anderalzoladev@gmail.com

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