4 repositorios
Determining surface occlusion by comparing fragment depth against light-space depth maps.
Distinct from Shadow Utilities: Focuses on 3D shadow rendering, distinct from UI shadow utilities.
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Tinyrenderer is a C++ library designed as an educational tool for building a 3D graphics pipeline from scratch. It provides a software-defined rendering environment that executes all geometric transformations and rasterization tasks on the central processor, intentionally avoiding reliance on external hardware acceleration or graphics libraries. The project serves as a pedagogical resource for understanding the fundamental mathematical principles of computer graphics. It enables users to implement custom shader pipelines and core rendering techniques, such as barycentric coordinate calculatio
Calculates shadows by comparing fragment depth against a light-source depth map.
This project is an educational platform and technical reference for learning real-time graphics programming through the development of custom shaders. It provides a comprehensive guide to the programmable graphics pipeline, offering a collection of tutorials and interactive examples that demonstrate how to manipulate coordinate spaces, manage buffer data, and implement complex rendering techniques in 3D environments. The repository distinguishes itself as a versatile toolkit for both photorealistic and non-photorealistic rendering. It includes modular implementations for stylized aesthetics s
Determines surface occlusion by comparing fragment depth against light-space depth maps.
webgl-fundamentals es un recurso educativo completo y tutorial de gráficos para aprender renderizado 2D y 3D acelerado por hardware utilizando la API WebGL. Sirve como un plan de estudios estructurado de gráficos 3D y referencia de programación de GPU, guiando a los usuarios a través del pipeline de gráficos desde la geometría básica hasta técnicas de renderizado avanzadas. El proyecto proporciona guías detalladas sobre el desarrollo de shaders GLSL, incluyendo la creación de shaders de vértices y fragmentos. Se centra específicamente en la implementación de modelos de iluminación en tiempo real —como iluminación direccional, puntual y de foco— y la aplicación de flujos de trabajo de shadow mapping y texture mapping. El recurso cubre una amplia superficie de capacidades de gráficos por computadora, incluyendo matemáticas espaciales 3D, implementación de sistemas de cámara para vistas en perspectiva y ortográficas, y el uso de transformaciones de matrices. También incluye instrucciones para realizar computación de propósito general en GPU (GPGPU) y optimizar el rendimiento del renderizado mediante vértices indexados.
Teaches how to implement 3D shadow mapping by comparing fragment depth against light-space depth maps.
EveryRay Rendering Engine is a high-performance graphics framework designed for real-time three-dimensional rendering. It utilizes a physically based deferred rendering pipeline to simulate realistic light behavior, incorporating global illumination, cascaded shadow mapping, and advanced volumetric effects to produce high-fidelity visual output. The engine distinguishes itself through a unified graphics abstraction layer that enables consistent performance across diverse hardware backends by translating high-level commands into specific instructions. It further optimizes complex environments
Generates high-quality shadows for direct light sources using cascaded mapping techniques that include jitter reduction and detail optimization.