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CIS-566-2018/homework-7-deferred-renderer-Sangeun44

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demo: https://sangeun44.github.io/homework-7-deferred-renderer-Sangeun44/

Passing data to G-Buffers (10 points)

From standard-frag.glsl:

  • Camera-space depth of the fragment
  • World-space surface normal of the fragment
  • Albedo (base color) of the fragment.

Basic scene shading (10 points)

In deferred-render.glsl,

  • Lambertian surface reflection
  • Ambient lighting, so areas that would be very dark are slightly lit.
  • Directional or point light illumination by at least one light source.
  • a time-offset noise-based image.
  • Used fbm for noise

HDR Tone Mapping (5 points)

In tonemap-frag.glsl, implemented reinhard from Filmic Worlds blog.

Post-process effects (75 points)

three of the effects listed below to receive full credit for this assignment.

  • Bloom:

  • Approximated depth of field:

  • Artistic effect:

Crosshatching = http://learningwebgl.com/blog/?p=2858

  • Pencil sketch overlay shading
  • Oil painting, as seen in [The Witcher 3]

Extra credit (30 points max)

  • Use Dat.GUI to make some element(s) of your post-processes interactive, even something as simple as being able to activate and deactivate a process. (5 - 15 points)
  • Implement an additional feature from the set listed above (15 points)
  • FXAA (7 points)
  • Shadow mapping (25 points)
  • Custom 3D scene with new OBJs and textures (5 - 10 points)
  • Screen-space ambient occlusion (30 points)

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