Introduction to Real Time Rendering Lab 3 Jonathan Ruttle
Exploring Real Time Rendering Lab 3 Jonathan Ruttle reveals several interesting facts. Pixel and vertex shaders that access textures. The pixel shader looks up a colour texture to use as the terrain colour at each point, ...
Real Time Rendering Lab 3 Jonathan Ruttle Comprehensive Overview
A tabletop scene with a number of textured objects, each illuminated by Teapots rendered using Phong shading. This was done in C# and XNA. Here the 2 models are being rendered with Blinn Phong shading on the left, which is a faster algorithm to use, and Phong shading ...
Dynamically generated axis aligned bounding boxes for broad phase collision detection, when a teapot's bounding box intersects ...
Summary & Highlights for Real Time Rendering Lab 3 Jonathan Ruttle
- Reflection, Refraction, Reflection & Refraction and Chromatic Dispersion R & R shaders implemented in GLSL for
- Real-Time Rendering Lab Three
- Using XNA to create a model of a torus then wrapping it with a tartan texture and using Phong illumination to light the object.
- Using the pixel and vertex shader to implement the Phong Illumination model. The teapots and light are static and the camera is ...
- 300 particles procedural animated to give an illusion of smoke like movement around a solid object, which can be moved, created ...
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