Rendering Translucent Materials
Real-Time HDR Image Based Lighting
Mesh Operations For Visual Effects
Real-Time Parallax Mapping
Real-Time GLSL Shading
Cartoon Style Animation

Source Code - SVN

Full version binary (.rar 26.1 MB)

Short version binary (.rar 4.5 MB)
The application uses a fully HDR pipeline using mostly 16 bit fixed-point textures to store RGBE encoded values. We use cube mapping to fill the background and to fetch the values to shade the objects. Furthermore, we bloom the scene by the dowscaling a bright pass version of the scene, doing vertical and horizontal gaussian blur passes, and finally upscale it. We then blend it with the original using weights for the several blurred versions, tone map it and apply a vignette effect. We also added an auto exposure factor so we can convey some light adaptation. To accelerate some computations we've used GPGPU computations (parallel reduction). My contribution to the project was mostly done on the tone mapping, parallel reduction, pure reflection, Fresnel effect and auto-exposure. This was the final project of Image Based Rendering. The goal was to render in real-time HDR images using Image Based Lighting on different kinds of materials (purely reflective, diffuse, translucent and porcelain). We've covered a big part of the course program. This project was done entirely in C++ and OpenGL 2.0. The shading was done in GLSL.