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My Learning Experiences of Morden OpenGL


Some results of each sections(updating...):


26 SSAO:

WITH SSAO WITHOUT SSAO
Not Random Rotation Not Range Check Not Blur Full SSAO With Diffuse

25 Deferred Shading:

G-Buffer Viewing

In my nVidia GT650m with 128 point lights in the scene.

Models were drawed from back to front.

Forward shading is not stable, since fragment shaders were call differ from view position.

Deferred Shaidng Forward Shading
stable at 19ms/frame 27 ~ 37ms/frame

24 PBR:

image
image
image
image
image


23 Bloom:

Without Bloom With Bloom
image image

22 HDR:

Without HDR With HDR
image image

21 Parallax Mapping

Only Diffuse Diffuse + Normal Mapping Diffuse + Normal + Parallax Mapping
image image image
image image image

20 Omnidirectional Shadow Maps

Shadow from a point light at (0, 0, 0):


19 Shadow Mapping:

Shadow and lighting with point light:

Shadow and lighting with directional light:


18 Normal Mapping:

Without Normal Mapping With Normal Mapping
image image

17 Gamma Correction:

Linear Attenuation, No Gamma Correction Quadratic Attenuation, No Gamma Correction Linear Attenuation, Gamma Correction Quadratic Attenuation, Gamma Correction
image image image image

16 Advanced Lighting:

Pure Phong Shading:
image
Blinn-Phong Shading:
image


Whims: Animation《Magic of Stella》's ending scene.

image


15 GeometryShader:

image image


14 CubeMaps:

image image image image


Whims: A Mirror!

image


13 Model Loading:

image

image


12 MultipleLights:

image


11 LightCaster(Different kinds of light):

image

image

image


10 LightMaps:

image


09 Materials:

image


08 BasicLighting

image


07 Colors

image


06 Camera

image


05 CoordinateSystem

image


04 Transformations

image


03 Textures

image


02 Shaders

image


01 HelloTriangle

image