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bitfrost's Introduction

BitFrost

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

bitfrost's People

Contributors

theflyingpandaa avatar tobbep1997 avatar

Watchers

James Cloos avatar  avatar  avatar

bitfrost's Issues

Test this phong code

float4 colors;
float4 normals;
float4 positions;

colors = colorTexture.Sample(pointSampler, input.tex);
normals = normalTexture.Sample(pointSampler, input.tex);
positions = positionTexture.Sample(pointSampler, input.tex);

//Phong Reflection model
if (length(normals.xyz) > 0.0f)
{
    float3 normal = normalize(normals.xyz);
    float3 lightDir = normalize(lightPos.xyz - positions.xyz);
    float3 V = normalize(input.c_pos - positions.xyz);
    float3 R = normalize(reflect(lightDir, normal));

    float4 Ia = ambient * ambientLight;
    float Id = diffuse * saturate(dot(normal, lightDir));
    float Is = specular * pow(saturate(dot(R, V)), specular_exponent);

    float4 I = saturate(Ia + (Id + Is) * lightColor);
    
    colors = I * colors;
}

return colors;

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