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ADVANCED REAL-TIME RENDERING

Academic project, May – July 2019

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df1_edited.jpg

DEFERRED SHADING

This project is to learn and implement some advance rendering techniques in game engine. All the topics in this project run with OpenGL. First topic is simple Deferred Shading which renders objects on some frame buffers and uses them to compute to the final scene. The image shows position, normal, diffuse, Object ID buffer, and final result.

DEFERRED SHADING II

Since its only rendering the front part of object in the view, rendering many lights sources will be easy and possible. There are 1000 lights in the image. All others render topics will run with Deferred Shading.

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MOMENT SHADOW MAP

Moment Shadow Map is one method to filter hard shadows. This method uses a compute shader with the Gaussian curve to blur (filter) depths. And then use the MSM algorithm to get shadow intensity. The top of the image shows blurred shadows and the bottom is not. This image runs with 1k by 1k shadow map.

MOMENT SHADOW MAP IN LOW RESOLUTION

Moment Shadow Mapping is also good with a low-resolution shadow map. This image run with 512 by 512 shadow map.

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IMAGE-BASED LIGHTING AND PHYSICALLY BASED LIGHTING

Image-Based Lighting uses light source from an image to create environment light for objects. Besides using Physically Based Lighting shading (BRDF), this technique requires gamma correction and a program for creating a pre-compute diffuse map from an HDR image.

SCREEN SPACE AMBIENT OCCLUSION

Screen Space Ambient Occlusion can create a self-shadow without a shadow map. The technique works well with Deferred Shading which is Screen Space. I use compute shader to create SSAO. The SSAO is on the edges between two objects in the image.

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DYNAMIC PARALLAX OCCLUSION MAPPING

Dynamic Parallax Occlusion Mapping is the way to create a 3D surface with a 2D image. Using a high map can create a better bumps than using only a normal map. This technique also come with soft shadow and Level of Detail (LOD) system. Since using ray on the high map, a soft shadow can be created. LOD system is to control where use DPOM and where use normal map. The LOD system will reduce compute power. In the image, the middle object is a normal map and the right object is DPOM.

FUTURE WORK

There are many thing that can do and improve. For improvement, I believe all the projects can be optimized more. For the new topic of my want-to-do list, I will like to implement Parallel-Split Shadow Maps which can show shadow in basically the whole map.

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