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Michał B edited this page Sep 13, 2017
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- setup build system
- make minor changes in chosen scene (instancing -> instancing-229)
- changing way of generating rings (instancing-229)
- changing shaders behavior - point light instead of inf light (instancing-229)
- making simple animation - moving light (instancing-229)
- adding models (sun model, cage construct) (instancing-229)
- enabling MSAA (instancing-229)
- fixing text overlay with MSAA enabled (instancing-229)
- making new scene (static baked scene)
- using many samplers for various material properties (static baked scene)
- baking textures (UV'd and envmaps) in blender (static baked scene)
- using normalmap and reflection from envmap (static baked scene)
- make offscreen rendering
- use offscreen rendered image to make some effect (shadow, glow, etc.)
- use shadowing based on depth rendered from light's POV
- use other shader stages
- make use of model matrix for every 3D entity
- use more of PBR rendering, correct rendering equation
- divide frustum into many tiles with different detail
- use heightmap
- use bump mapping
- use parallax mapping
- use refraction
- use parallax-corrected reflection mapping
- use light probes to compute envmaps, diffuse maps etc. for PBR
- use correct light response curve
- use HDR envmap
- encapsulate rendering process to make it modular
- scene generation from JSON file, which describes shaders, materials, textures, models and their relations
- interactivity
- getting info about what object was clicked,
- highlighting this object,
- making some action on click,
- defining objects behavior in config file (potentially dangerous),
- marking ray intersection with object and click ray
- scene editor
- physics sim on compute shader
- AI programming
- simple engine development
- simple scripting
- simple 3D game