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Dear Imgui? (it might make sense to manipulate light position/color later why not introduce dear imgui here, we could manipulate the color of the 3 corners of the HelloTriangle to see it in action and also how interpolation by the PS affects the outcome
Gamma Correction
Blinn-Phong with hardcoded directional light
Blinn-Phong materials and lights
Normal Mapping
Lights from CPU
Point
Spot
Directional
Light Geometry (I think we should use them from the start, for point/spot lights)
Debug Lights
RenderTargets (aka Framebuffers, we need them for Shadows and Defered and whatnot)
We could also introduce Framebuffer scaling, like modern games provide a way too (render to 50% of screen res etc) (Quake Chanmpions, Path of Exile on top of my head)
Shadows
Implement basic shadow
Fixup with bias, front face culling, PCF
Point Light Cubes?
Cascade Shadow maps
Variance Shadow Maps?
Frustum Culling?
Forward+ ... (steal from 3dgep?)
Deferred Shading
Tightly Packed GBuffer?
Classical Deferred
Tiled/Clustered ... (we could steal from 3dgep? but implement it using our "framework")
PBR
Rendering equation and basic theory
Used BRDFs
Physically based lighting
IBL with SH
Techniques
Compute Shaders
Text Rendering
SDF Bitmap fonts? (using compute to generate the font bitmap)
Particles
Skeletal Animation
SSAO
SSR
Frustum Culling
Sky + Clouds
Reflection probes
GI
Voxel Cone Tracing (see 3dgep?)
Post-processing
HDR + Tonemapping
Better camera + Bloom
Depth of Field
TAA
Motion Blur
Lens flare
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All that tbd, we should VC like last time
Basics
PBR
Techniques
Post-processing
The text was updated successfully, but these errors were encountered: