Media Summary: We present a new, real-time method for rendering Here is what happens when you don't move the origin of a refracted or reflected ray off the surfaces it is reflected or refracted off. The only geometry in this scene are basic cube of 12 triangles each I take the view vector and transform it into tangent space and ...
Fast Soft Self Shadowing On Dynamic Height Fields - Detailed Analysis & Overview
We present a new, real-time method for rendering Here is what happens when you don't move the origin of a refracted or reflected ray off the surfaces it is reflected or refracted off. The only geometry in this scene are basic cube of 12 triangles each I take the view vector and transform it into tangent space and ... An old video from 2014 showing parrallax mapping (relief mapping) Added a couple more textures, fixed a terrain interpolation issue, added I've been working on GPU simulated particle systems. These are purely procedural. The particles have no memory where they ...
I enable front culling and render to a depth buffer. Enabling front culling SHOULD prevent I use Bump mapping shader for OpenGLSL book 2nd edition and SHADOWTYPE_TEXTURE_ADDITIVE with selfShadow(true).