Media Summary: This is a quick program i wrote in Free Pascal/Lazarus to test A project I did for my final year dissertation at UCLAN. The demo involves two scenes, with one scene showing off 1500 For more details: Supplemental Video of "Real-Time Polygonal-

Tiled Forward Shading Light Propagation - Detailed Analysis & Overview

This is a quick program i wrote in Free Pascal/Lazarus to test A project I did for my final year dissertation at UCLAN. The demo involves two scenes, with one scene showing off 1500 For more details: Supplemental Video of "Real-Time Polygonal- This is mainly just for fun, i wanted to test our inferred/ WARNING!! SUDDEN SOUND EFFECTS! (better mute it altogether) ==== It is well-known that you can't use soft A talk given to my fellow Cambridge computer science students on the 27th January 2021. Abstract: The visuals of video gamesĀ ...

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tiled forward shading & light propagation implementation
Volume Tiled Forward Shading
Forward rendering with light clustering test
Tiled Forward/Deferred Shading
Tiled Forward Lighting
Cascaded Light  Propagation Volumes For Real-Time Global Illumination
Project5-WebGL-Clustered-Deferred-Forward-Plus
Clustered Deferred Rendering with Lensflare
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
Deferred shading, point light problem
Deferred/inferred lighting
Realtime soft shadows in forward rendering
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tiled forward shading & light propagation implementation

tiled forward shading & light propagation implementation

light propagation

Volume Tiled Forward Shading

Volume Tiled Forward Shading

In this video Volume

Forward rendering with light clustering test

Forward rendering with light clustering test

This is a quick program i wrote in Free Pascal/Lazarus to test

Tiled Forward/Deferred Shading

Tiled Forward/Deferred Shading

An unoptimized implementation of

Tiled Forward Lighting

Tiled Forward Lighting

A project I did for my final year dissertation at UCLAN. The demo involves two scenes, with one scene showing off 1500

Cascaded Light  Propagation Volumes For Real-Time Global Illumination

Cascaded Light Propagation Volumes For Real-Time Global Illumination

Cascaded

Project5-WebGL-Clustered-Deferred-Forward-Plus

Project5-WebGL-Clustered-Deferred-Forward-Plus

This is a demo of clustered

Clustered Deferred Rendering with Lensflare

Clustered Deferred Rendering with Lensflare

https://github.com/byumjin/Project5-WebGL-Clustered-

Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

For more details: https://eheitzresearch.wordpress.com/415-2/ Supplemental Video of "Real-Time Polygonal-

Deferred shading, point light problem

Deferred shading, point light problem

xna

Deferred/inferred lighting

Deferred/inferred lighting

This is mainly just for fun, i wanted to test our inferred/

Realtime soft shadows in forward rendering

Realtime soft shadows in forward rendering

WARNING!! SUDDEN SOUND EFFECTS! (better mute it altogether) ==== It is well-known that you can't use soft

Forward and Deferred Rendering - Cambridge Computer Science Talks

Forward and Deferred Rendering - Cambridge Computer Science Talks

A talk given to my fellow Cambridge computer science students on the 27th January 2021. Abstract: The visuals of video gamesĀ ...