Well, Jesper and I have finished the final assignment in the ASR course. This time it was about shadows.
We implemented both shadow mapping and z-fail shadow volumes. All done on the GPU. The geometry needs to be preprocessed for shadow volume extraction to work entirely on the GPU.
The shot shows "soft" shadow mapping with 3x3 PCF.
Nothing special, but I have to fill my blog with something when I don't have time to work on the engine:)
Btw, my lecturers got their paper "High Dynamic Range Texure Compression For Graphics Hardware" accepted to SIGGRAPH 2006. Really sweet stuff!
Friday, May 26, 2006
Tuesday, May 16, 2006
Well, I'm back from India. It was a great vacation and it feels a bit strange to be home, but I guess it's time to get back to normal life.
The image is a shot from an ocean water simulation I did for an assignment in the ASR course. It features two superpositioned Gerstner waves calculated in a vertex shader.
In the pixel shader I use three scrolling normal maps to add fine detail to the water. There's also cubemap reflection and refraction with fresnel terms. Finally there's a simple HDR hack to add some shininess to the highlights.
When I have time to work on the engine, I'll probably update the water with a similar approach.
The image is a shot from an ocean water simulation I did for an assignment in the ASR course. It features two superpositioned Gerstner waves calculated in a vertex shader.
In the pixel shader I use three scrolling normal maps to add fine detail to the water. There's also cubemap reflection and refraction with fresnel terms. Finally there's a simple HDR hack to add some shininess to the highlights.
When I have time to work on the engine, I'll probably update the water with a similar approach.
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