Quick update. Just found a video I had made of the software renderer.
Not perfect, but pretty good I'd say.
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Showing posts with label normal mapping. Show all posts
Showing posts with label normal mapping. Show all posts
Thursday, March 20, 2008
Wednesday, March 19, 2008
Software Rendering
About a year ago, I took a class on software rasterization. It really helped me understand everything that DirectX/Opengl does underneath the hood. We started out by rasterizing 2D lines and images and then moved onto a full 3D renderer all done in software (i.e. on the cpu). It was a pretty cool class. The focus of the class was mainly on implementation rather than performance, so it isn't as fast as other software renderers.
I wrote the rasterizer using c#, and the Tao opengl framework (only for sending the pixel information to the graphics card with glDrawPixels()). I posted this on image of the day at gamedev: http://www.gamedev.net/community/forums/topic.asp?topic_id=446142
Here's what I had accomplished by the end of the semester:

perspective correct texture mapping:

depth of field:

distance based fog:

parallax mapping:

shadow mapping with percentage closer filtering:
I wrote the rasterizer using c#, and the Tao opengl framework (only for sending the pixel information to the graphics card with glDrawPixels()). I posted this on image of the day at gamedev: http://www.gamedev.net/community/forums/topic.asp?topic_id=446142
Here's what I had accomplished by the end of the semester:
- Gouraud shading
- Phong shading
- Blinn and Phong specular reflection
- Directional and Point lights
- Perspective correct texture mapping
- Normal Mapping
- Parallax Mapping
- Projective Texturing
- Shadow Mapping
- Environment Mapping - for skybox and distant reflections
- Distance Fog
- Depth of Field
- Bilinear Filtering
- Camera Interpolation, for movie creation

perspective correct texture mapping:

depth of field:

distance based fog:

parallax mapping:

shadow mapping with percentage closer filtering:

Labels:
C#,
depth of field,
fog,
normal mapping,
parallax mapping,
PCF,
reflections,
shadow mapping,
Software Rendering
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