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 ???