Program 22 – Horizon Mapping
06.01.2005
Horizon Mapping is sometimes name also self shadowing. The bump on surface cast shadows on surface. I used this article.
Program request pixel shader 1.1. Uses also ps 1.4.
06.01.2005
Horizon Mapping is sometimes name also self shadowing. The bump on surface cast shadows on surface. I used this article.
Program request pixel shader 1.1. Uses also ps 1.4.
29.12.2004
22.12.2004
Program show stencil shadow and bump mapping with attenuation. I use z-fail algorithm which is described in Practical and Robust Shadow Volumes (.pdf) (2153 KB) document.
Program request hardware accelerated 8 bits stencil buffer. Uses also pixel shader 1.1.
21.09.2004
Offset mapping use new texture coordinations for sample base and normal map. These is computed from original texture coordinations with equation:
new_texture_coordinations = (0.04*height-0.02)*eye + original_texture_coordinations Read the rest of this entry »
15.09.2004
Program uses pixel buffer, for rendering scene to texture. Motion blur is make with equation:
frame(t+1) = alpha*texture + (1-alpha)*frame(t)
Frame buffer doesn’t need clear. Frame buffer doesn’t contain z-buffer. Alpha is preset on 0.18. Texture has 1024 * 1024. Texture contain z-buffer. Program is equivalent to OpenGL program 31. On my graphical card however DX is fastest. DX 127 FSP, OpenGL 104 FSP.
13.09.2004
Program uses pixel shaders for lighting scene with many point lights. Light have diffuse, specular and attenuation. One lights request one pass. Because not each triangle is lighting with all lights, each triangle is draw only for lights which lighting his. In program is possible to add light with push left mouse button. Count of lights in scene is limited by count of vertex shader constants. For GF3 and GF4 is maximum count of lights 45, for Radeon 8500 is 90.
Request pixel shader 1.1. Uses also pixel shader 1.4.
23.08.2004
Program uses pixel shaders for lighting scene with one point light. Light have ambient, diffuse and specular factor.
- variable specular exponet
- cube map normalization
- attenuation with choice from 7 equation
- 3 various technique for attenuation
Request pixel shader 1.1. Uses also pixel shader 1.4.
26.07.2004
This program is approximately identical to OpenGL program 27.
There are:
- lighting with light-map, who was created with radiosity in 3ds max
- better collision
- gravitation and jumps
source code and program – 712kB without jpeglibm.lib
model to 3ds max – 90kB