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| DEFERRED SHADING ENGINE - PC |
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DESCRIPTION Deferred Shading rendering engine in C++ and DX9. It will be cross-platform for portable devices. Press on "Read More..." for further information.
DATE OF CREATION
Actually still in development. TECHNOLOGY
- C++ in Visual Studio
- DX 9
SUMMARY OF THIS PROJECT
- Multi-threaded environment. Dynamic content loading and destruction of scenes, models and textures.
- G-Buffer Information (3 RTs, 4x16bits each one):
- Stencil Culling Light Volumes. Direct, Point and Spot model lights implemented.
- Normal and displacement mapping implemented.
- Anti-Aliasing in Shader (AA)
- Depth Screen Space Ambient Occlusion (SSAO)
- High Dynamic Range natural effects (HDR)
- Materials with: diffuse, specular color, normalmap, heightmap, opacity, lightmap and glossinessmap.
- Data packing for scenes, models and textures.
WORKING IN...
- Finishing the 3D Scene in MAX
- Shadows
- Day and night dynamic lighting
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| Last Updated on Wednesday, 15 September 2010 02:04 | ||||||||||||
