Some results of each sections(updating...):
26 SSAO:
| WITH SSAO | WITHOUT SSAO |
|---|---|
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| Not Random Rotation | Not Range Check | Not Blur | Full SSAO | With Diffuse |
|---|---|---|---|---|
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25 Deferred Shading:
G-Buffer Viewing
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|---|---|
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In my nVidia GT650m with 128 point lights in the scene.
Models were drawed from back to front.
Forward shading is not stable, since fragment shaders were call differ from view position.
| Deferred Shaidng | Forward Shading |
|---|---|
| stable at 19ms/frame | 27 ~ 37ms/frame |
24 PBR:
23 Bloom:
| Without Bloom | With Bloom |
|---|---|
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22 HDR:
| Without HDR | With HDR |
|---|---|
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21 Parallax Mapping
| Only Diffuse | Diffuse + Normal Mapping | Diffuse + Normal + Parallax Mapping |
|---|---|---|
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20 Omnidirectional Shadow Maps
Shadow from a point light at (0, 0, 0):

19 Shadow Mapping:
Shadow and lighting with point light:

Shadow and lighting with directional light:

18 Normal Mapping:
| Without Normal Mapping | With Normal Mapping |
|---|---|
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17 Gamma Correction:
| Linear Attenuation, No Gamma Correction | Quadratic Attenuation, No Gamma Correction | Linear Attenuation, Gamma Correction | Quadratic Attenuation, Gamma Correction |
|---|---|---|---|
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16 Advanced Lighting:
Pure Phong Shading:

Blinn-Phong Shading:

Whims: Animation《Magic of Stella》's ending scene.
15 GeometryShader:
14 CubeMaps:
Whims: A Mirror!
13 Model Loading:
12 MultipleLights:
11 LightCaster(Different kinds of light):
10 LightMaps:
09 Materials:
08 BasicLighting
07 Colors
06 Camera
05 CoordinateSystem
04 Transformations
03 Textures
02 Shaders
01 HelloTriangle
























































