Monday, April 21, 2014

Exam Review

So Last semester I wasn't too ready for the final exam, I underestimated it and got hurt because of it. This time around I've been getting ready to the point where I've started looking ahead to knew engines and shaders in areas that weren't totally covered in class.
Lets not have a repeat of this.
 

I've been studing for the last few weeks, so I thought it would be good to blog some content, being able to explain something always helps keep information in your head. I did this for the midterm as well, but it was a lot simpler than what I'm going for now.

I wont be covering the most basic stuff, I know the graphics pipeline, and how meshes are made, thats covered in my midterm review. As well as normal/ displacement mapping and toon shading.

A quick not is the 5 steps to HDR bloom, render to FBO, Tone map the FBO, Gaussian blur(Convolution kerning) and then render the blurred version with the original FBO.

Motion blur is done by using a accumulation buffer, rendering a bit or the last few and later frames.
I've gone through tons of code on particeleffects in shaders. Velocity based shaders are also done by rendering frames ahead and then subtracting their values. The ins and outs of deferred shading and lighting, how its done, and why we use it. A whole bunch of shadowmapping code examples. Threshold through photoshop tutorials, and over all just playing around with new engines and their shaders is what i've been using my time on

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