Ambient Occlusion/Obscurance algorithm, with a bilateral filter as an edge-aware blur to smooth out the noise in thecalculated ambient occlusion factor.
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This project is to implemente physics based animation, cloth-like object interactive with other objects.
This effect is showing the light scattering. It’s implemented by Light Volume, not ray matching.
Cyclic Coordinate Descent Algorithm
An HDR environment map to provide surround lighting.
A micro-facet BRDF to provide realistic surface lighting calculations
The mapping of a High-Dynamic-Range image onto a Low-Dynamic-Range device.
Use FMOD to generate 3D sound effect in scene. Implement for my game engine.
Blur shadow depth buffer and get a smooth shadow. Use computer shader to do the blur process.
This is basic 3D animation renderring.Use Assimp library to load FBX file dataDo interpolation on CPUUse ImGUI as UI
Update:Add normal mapping