axefrog/Grasshopper

Investigate/implement lighting

axefrog opened this issue · 0 comments

This will require a 3D scene composed of various primitives that can be used as a rendering test bed. Think of the standard test primitives (sphere, teapot, etc.) with the red, green, yellow and checkered walls commonly used for judging lighting accuracy.

Need to support PBR, subsurface scattering, atmospheric scattering, ambient occlusion, etc.

http://gaming.stackexchange.com/questions/95161/ssao-vs-hbao-vs-hdao-whats-the-real-difference
http://kayru.org/articles/dssdo/
https://people.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf

  • Implement the basic blinn/phong/gouraud shading types
  • Ambient light
  • Directional light
  • Point light
  • Spotlight
  • SSAO (Screen-space ambient occlusion)
  • SSDO (Screen-space directional occlusion)
  • Image-based lighting
  • Investigate HBAO vs HDAO
  • Investigate PBR techniques
  • Atmospheric scattering
  • Subsurface scattering
  • Real-time raytracing? (Investigate only)
  • Forward+
  • Deferred