Graphics Programming Examples

Examples

  • triangle
  • textured quad
  • physically based bloom
  • basic forward rendering
  • forward rendering
  • deferred rendering
  • tiled forward rendering - fix
  • clustered forward rendering
  • screen space ambient occlusion
  • horizon based ambient occlusion
  • horizon based ambient occlusion plus
  • ground truth ambient occlusion
  • directional light shadow mapping
  • spot light shadow mapping
  • point light shadow mapping
  • variance shadow mapping
  • moment shadow mapping
  • reflective shadow mapping
  • exponential shadow mapping
  • exponential variance shadow mapping
  • cascaded shadow mapping
  • parallel-split shadow mapping
  • sample distribution shadow mapping
  • screen space shadows
  • percentage closer soft shadows
  • paraboloid shadow mapping - point light
  • basic compute
  • compute triangle
  • auto exposure
  • temporal anti-aliasing
  • fast approximate anti-aliasing
  • volumetric cloud rendering
  • volumetric lighting
  • parallax mapping
  • normal mapping
  • voxel cone traced global illumination
  • auto exposure
  • lens flare
  • order independent transparency
  • light propagation volume
  • visibility buffer
  • particles
  • water rendering
  • animation
  • physically based rendering

https://interplayoflight.wordpress.com/2013/04/29/parallax-corrected-cubemapping-with-any-cubemap/

My TODO

add ligthing to forward and deffered actually implement contact refinement parallax mapping use the old trick for ortographic projection shadows to avoid flickering fix pcss ???