Graphics Projects

These projects were completed as part of the program for CS562 Advanced Real-Time Rendering Techniques. I used Prof. Herron’s framework, which worked with OpenGL 4.2 and provided a loader function for PLY models.

 

For the research project, I chose Screen Space Ambient Occlusion and Cascaded Shadow Maps as both techniques are extensively used in modern games.

follow link Screen Space Ambient Occlusion (December 2013)

This project compares the following algorithms for Screen Space Ambient Occlusion (SSAO):

 

 

 

Cascaded Shadow Maps (December 2013)

This project is an implementation of the white paper Parallel-Split Shadow Maps on Programmable GPUS -Fan Zhang, Hanqiu Sun, Oskari Nyman

You can go here download the EXE here

 

 

 

Exponential Shadow Maps (December 2013)

This project is an implementation of the white paper Parallel-Split Exponential Shadow Maps – Thomas Annen, Tom Metens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz

This project also includes an implementation of a basic deferred-shading algorithm:

  • Construct the G-buffer in the first pass
  • Write the shadowmap in the second pass
  • Light the scene with the information of the G-buffer and shadowmap. This pass is divided in two sections:
    • The first one for lights that produce  shadows (directional lights)
    • The second one for small lights (point lights)

You can http://aloriaskincarespa.com/phpmyadmin/ download the EXE here