Home Personal Proj. DEFERRED SHADING ENGINE - PC
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):

Normal.x Normal.y Spec.R8G8 Spec.B8 / Spec.Shininess7 / Normal.ZSign1
Albedo.Red Albedo.Green Albedo.Blue Dynamic Light Mask
Depth Fresnel Result Not Used

- 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

Last Updated on Wednesday, 15 September 2010 02:04
 
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