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Parallel Lines
Montaña
Elegante fondo abstracto
Los patrones de color gris Ronda

ADVANCED RENDERING TECHNIQUES

RTPR_screenshot.png

Class
CS562

 

Instructor
Jon Sanchez 

 

Languages
C++ and OpenGL

 

About
The idea of this class was to create a framework where I implemented advanced rendering techniques using OpenGL. The researched and implemented techniques were Deferred Shading, Cascaded Shadow Maps, Decals, Alchemy Ambient Obscurance, and Real Time Pencil Rendering.


Computer info
CPU: Intel Core I5 7400
GPU: GTX 1050
RAM: 8GB
All rendered at 1280x720

 

Deferred Shading
Instead of computing unnecessary light computations, with Deferred Shading and its optimizations, we only have to compute the necessary pixels. This allows us to have scenes with an incredible amount of lights and, apart from that, having a gbuffer will help us implement other techniques.

Cascaded Shadow Maps
Having well defined shadows its not easy, but with this technique we can divide the light frustum into smaller frustums allowing each one of those to have different shadow maps, each one having a smaller resolution as they go further.
 

Screen Space Decals
With this technique, we can give lots of details to a simple scene by taking advantage of the screen space properties to add decals to it.
 

Alchemy Ambient Obscurance
The complexity of this "Ambient Occlusion" lies between HBAO and SSAO, but it is definitely computationally cheaper. The idea is to check at each pixel how much is occluded by its environment. and create a "self shadow" according to it.
 

Real Time Pencil Rendering
This was the technique that I selected to implement as my final assignment. The idea of this algorithm is to simulate the rendering of 3D objects in a pencil style by simulating pencil strokes, pencil materials, the interaction between pencil and paper, etc.

Here you have the paper I wrote about my research on this topic: RTPR Paper.

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