Learnopungl notes - V. advanced lighting: "shadow" ("shadow mapping" and "point shadow")
5, Advanced lighting: Shadows (shadow mapping and point shadows)
5.3.1 shadow mapping
Shadow is still difficult to implement, because a perfect shadow algorithm has not been found in the field of real-time rendering. At present, there are several approximate shadow techniques, but they all have their own weaknesses and shortcomings, which we ...
Posted by Sorthy359 on Tue, 08 Mar 2022 10:07:40 +0100
Simple ray tracing algorithm implemented by yourself
preface The author learned the theoretical basis of ray tracing in the fourth chapter "ray tracing" of the tiger book "Fundamentals of Computer Graphics", and realized a simple ray tracing algorithm according to the theory in the book. This paper records some key points in the implementation of the algorithm. If you have d ...
Posted by vanderlay on Tue, 08 Feb 2022 03:41:49 +0100
Unity screen post-processing and principle
Post processing principle and process
Post processing is to process the image after rendering, and unity uses C# script
It is not displayed after rendering, take one more step, and then display it on the screen after script processing, so as to realize various blur effects, Bloom, stroke and so on
General process of post-treatment
Obt ...
Posted by brokenshadows on Fri, 14 Jan 2022 13:35:59 +0100
Learn OpenGL Note 7.3 PBR-IBL-Diffuse irradiance (Image based lighting-diffuse reflectance)
IBL, or image-based lighting, is a set of technologies for illuminating objects, not by directly analyzing light as in the previous chapter, but by treating the surrounding environment as a large light source. This is usually done by manipulating a cube map environment map (taken from the real world or generated from a 3D scene) so that we can ...
Posted by B-truE on Wed, 12 Jan 2022 18:39:15 +0100
Learn OpenGL notes 6.8 Bloom (high dynamic range)
Due to the limited intensity range of monitor, bright light sources and bright areas are usually difficult to convey to the viewer. One way to distinguish bright light sources on a display is to make them glow; Then the light flows around the light source. This effectively provides the viewer with the illusion that these light sources or bright ...
Posted by gid__ on Fri, 07 Jan 2022 17:45:48 +0100
Learn OpenGL notes 6.5 Normal Mapping
We enhance realism by wrapping 2D textures on these planar triangles, hiding the fact that polygons are only small planar triangles.
From the perspective of lighting technology, the only way to determine the shape of an object is through its vertical normal vector.
This technique that uses per segment normals compared to per surface normals ...
Posted by daniel_lee_hill on Wed, 05 Jan 2022 17:19:52 +0100
Two dimensional convex hull problem
Preparatory knowledge
Cross product
1. Introduction of concept
In order to measure the inclination of a straight line in the plane, we introduce the concept of inclination angle. By establishing tan in rectangular coordinate system α = k. We have realized the connection between geometric relations and algebraic relations, which is ...
Posted by djwiltsh on Wed, 05 Jan 2022 10:46:21 +0100
C-4: loading texture on cube
Operation requirements:
1. Three texture filtering methods are used to load textures (linear sampling, mipmap and nearest point sampling);
2. The image loaded with texture can be set by yourself;
3. The texture of each face is different;
4. The mouse or keyboard controls the switching of texture filtering methods.
Initialize OpenGL
Sa ...
Posted by lurius on Mon, 03 Jan 2022 22:03:14 +0100
[shader] game special effects - simple energy shield
This article refers to: [1]Unity shader shield effect, author: QQ_ sixteen million nine hundred and eighty-two thousand three hundred and twenty-three
[2]UnityShader - energy mask of screen space (simulating the energy mask of watchman Winston), author: Porco_
Have you ever played crash 3? This is the shield in the game Full of sense of tech ...
Posted by smoothrider on Sat, 25 Dec 2021 03:29:35 +0100
Fog effect in Unity
Unity native supports fog effect, which can be set through Window/Rendering/Lighting Settings:
Unity supports three modes of fog effect, Linear, Exponential and Exponential Squared.
The formula of fog efficiency coefficient corresponding to Linear mode is as follows:
f
= ...
Posted by the_reverend on Tue, 16 Nov 2021 17:42:08 +0100