Media Summary: This video is part of an online course, Interactive 3D Graphics. Check out the course here: In Episode of Shaders Monthly, we implement the Phong and Blinn- Deferred rendering pipeline implemented on top of Irrlicht. More to come... Model was obtained here: ...

Xna Spaceship Diffuse Normal Ao Phong Shading - Detailed Analysis & Overview

This video is part of an online course, Interactive 3D Graphics. Check out the course here: In Episode of Shaders Monthly, we implement the Phong and Blinn- Deferred rendering pipeline implemented on top of Irrlicht. More to come... Model was obtained here: ... This is a pre-baked ambient occlusion map on a model of a garage. The white boxes that appear are the bounding boxes for each ... This only supports one light source at the moment and was built upon 3D mouse movement demo. Here's a little lightshow, created using the multi-png output, and multiple spheres.

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XNA SpaceShip (diffuse, normal, AO, phong shading)
XNA Shader programming, Tutorial 2 - Diffuse light
Phong Shading - Interactive 3D Graphics
How To: Normal Mapping in XNA 4.0 with Shaders
XNA 4.0 ShaderProgramming # 2 - Diffuse light
XNA 4.0 Shader Programming #4 - Normal Mapping
Phong Light & Normal mapping
Blinn Phong Shading: Theory and Implementation [Shaders Monthly #4]
50's Game Graphics - Blinn-Phong Shading
Lab4 - Blinn-Phong shading
XNA Spaceship
XNA Deferred Rendering Shader Test
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XNA SpaceShip (diffuse, normal, AO, phong shading)

XNA SpaceShip (diffuse, normal, AO, phong shading)

In this video i've presented some

XNA Shader programming, Tutorial 2 - Diffuse light

XNA Shader programming, Tutorial 2 - Diffuse light

Tutorial can be read on: http://digierr.spaces.live.com/blog/cns!2B7007E9EC2AE37B!426.entry.

Phong Shading - Interactive 3D Graphics

Phong Shading - Interactive 3D Graphics

This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.

How To: Normal Mapping in XNA 4.0 with Shaders

How To: Normal Mapping in XNA 4.0 with Shaders

Here is a video tutorial on how

XNA 4.0 ShaderProgramming # 2 - Diffuse light

XNA 4.0 ShaderProgramming # 2 - Diffuse light

This is the example form my

XNA 4.0 Shader Programming #4 - Normal Mapping

XNA 4.0 Shader Programming #4 - Normal Mapping

This is the result from the

Phong Light & Normal mapping

Phong Light & Normal mapping

Point light and spot light based on

Blinn Phong Shading: Theory and Implementation [Shaders Monthly #4]

Blinn Phong Shading: Theory and Implementation [Shaders Monthly #4]

In Episode #4 of Shaders Monthly, we implement the Phong and Blinn-

50's Game Graphics - Blinn-Phong Shading

50's Game Graphics - Blinn-Phong Shading

Deferred rendering pipeline implemented on top of Irrlicht. More to come... Model was obtained here: ...

Lab4 - Blinn-Phong shading

Lab4 - Blinn-Phong shading

A side by side comparison of

XNA Spaceship

XNA Spaceship

Just a short video of an

XNA Deferred Rendering Shader Test

XNA Deferred Rendering Shader Test

Deferred renderer in

GLSL Normal mapping + Phong's shading model.

GLSL Normal mapping + Phong's shading model.

Normal

XNA Ambient Occlusion Maps

XNA Ambient Occlusion Maps

This is a pre-baked ambient occlusion map on a model of a garage. The white boxes that appear are the bounding boxes for each ...

XNA Shader Test Alpha Blending

XNA Shader Test Alpha Blending

The windows have a transparency

XNA NormalMapping (1)

XNA NormalMapping (1)

This is the result of the implemented

OpenGL - Blinn-Phong Shading

OpenGL - Blinn-Phong Shading

This only supports one light source at the moment and was built upon 3D mouse movement demo.

Phong Shading

Phong Shading

Phong Shading

CS184 Assignment 1 Phong Shading

CS184 Assignment 1 Phong Shading

Here's a little lightshow, created using the multi-png output, and multiple spheres.

Phong and Blinn-Phong Shading

Phong and Blinn-Phong Shading

Phong and Blinn-Phong Shading