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Computer Graphics II - HDR & Physically Based Rendering & Image Based Lighting & Shadows

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  Final Project Of The Term: HDR, PBR, IBL, Shadow Mapping (Bunch of Terms) Hello again! This time we are concluding up the spring term of Computer Graphics II here in METU of 2022-2023. We'll be playing with high dynamic ranges (HDR's), physically based rendering (PBR), image based lighting (IBL) and shadow mapping techniques. It will be a good way to sum up the term! Let's begin, shall we? Let's go step by step, and it will make much more sense what we are dealing with. We have many things at our hands at once to tackle, but there's no need to overload ourselves. Our first step will be HDR: HDR Here you can see an example of a lighting that is based on high dynamic ranging. In contrast to LDR, HDR allows you to have lights and bright spots on the image, far brighter than the usual amount. Thus, if you decide to have an object that is less shinier than a perfect metal, HDR's light sources will be much more persistent and create a more realistic lighting. In ord...

Computer Graphics II - Clouds

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  Third Homework - Volumetric Clouds and Perlin Noise Hello again everyone, this time we'll be creating volumetric clouds, and deal with procedurally generated 3D noise functions. However in this blogpost we're keeping things a bit short and technical, since I couldn't find the time to discuss some concepts even though I wanted to do so. Instead, I'll go over the sub-goals of this project and talk about the difficulties I had and how I solved them. Ray Marching From the previous homework, I had at my hand a method to draw a quad to screen space directly, which I used also in this homework to draw the plane that is unobstructed by anything else. This means that for now, because I don't use the existing depth buffer, clouds will get drawn over everything basically. However in this homework we didn't have to draw anything else so I didn't bother rendering the frame into an FBO and using its depth buffer, I just closed depth testing for the clouds. First thing ...