The Big TODO: List
Core techniques : 1
+ Deferred Rendering
- Skeletal Animation
Geometry : 2
+ Parsing and rendering an existing model format(OBJ, MD5, etc).
- Displacement mapping using Tessellation hardware.
- Height-map terrain rendering, user can walk on the terrainusing WASD keys.
+ Level of Detail using Tessellation Hardware.
- Morph-based vertex animation.
Texturing and Lighting : 1
+ Normal mapping //Bobby hella dope
- Screen Space Ambient Occlusion
- Blend mapping (multi-texturing)
Projection Techniques : 1
+ Shadow mapping //In other project
- Dynamic cubic environment mapping (SkyMap)
- Dynamic paraboloid mapping
Acceleration Techniques : 2
- View frustum culling against a quadtree
+ Front to Back rendering
- Occlusion Culling
+ Back face culling using Geometry Shader
Other Things : 2
+ BillBoarding //In computeShader