Graphics

Ambient Occlusion

Ambient Occlusion

Ambient Occlusion/Obscurance algorithm, with a bilateral filter as an edge-aware blur to smooth out the noise in the
calculated ambient occlusion factor.

Reference

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God Ray

Light scattering

This effect is showing the light scattering. It’s implemented by Light Volume, not ray matching.

Reference


Light goes through the window.


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IBL+PBR+Tone-Mapping+Gamma-Correction

IBL-Image based lighting

An HDR environment map to provide surround lighting.

PBR

A micro-facet BRDF to provide realistic surface lighting calculations

Tone Mapping + Gamma Correction

The mapping of a High-Dynamic-Range image onto a Low-Dynamic-Range device.

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Moment Shadow Mapping

Reference

Moment Shadow Mapping(MSM)

Blur shadow depth buffer and get a smooth shadow. Use computer shader to do the blur process.

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Ray Tracing Training

CS500 Ray Tracing

Implemented CPU ray tracing. Path tracing, GGX, reflection, transmission, image based lighting(IBL) and constructive solid geometry(CSG).

Path tracing. Reflection. Transmission. Image based lighting(IBL) and constructive solid geometry(CSG).