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My Learning Experiences of Morden OpenGL


Some results of each sections(updating...):


26 SSAO:

WITH SSAOWITHOUT SSAO
Not Random RotationNot Range CheckNot BlurFull SSAOWith Diffuse

25 Deferred Shading:

G-Buffer Viewing

In my nVidia GT650m with 128 point lights in the scene.

Models were drawed from back to front.

Forward shading is not stable, since fragment shaders were call differ from view position.

Deferred ShaidngForward Shading
stable at 19ms/frame27 ~ 37ms/frame

24 PBR:

image
image
image
image
image


23 Bloom:

Without BloomWith Bloom
imageimage

22 HDR:

Without HDRWith HDR
imageimage

21 Parallax Mapping

Only DiffuseDiffuse + Normal MappingDiffuse + Normal + Parallax Mapping
imageimageimage
imageimageimage

20 Omnidirectional Shadow Maps

Shadow from a point light at (0, 0, 0):


19 Shadow Mapping:

Shadow and lighting with point light:

Shadow and lighting with directional light:


18 Normal Mapping:

Without Normal MappingWith Normal Mapping
imageimage

17 Gamma Correction:

Linear Attenuation, No Gamma CorrectionQuadratic Attenuation, No Gamma CorrectionLinear Attenuation, Gamma CorrectionQuadratic Attenuation, Gamma Correction
imageimageimageimage

16 Advanced Lighting:

Pure Phong Shading:
image
Blinn-Phong Shading:
image


Whims: Animation《Magic of Stella》's ending scene.

image


15 GeometryShader:

imageimage


14 CubeMaps:

imageimageimageimage


Whims: A Mirror!

image


13 Model Loading:

image

image


12 MultipleLights:

image


11 LightCaster(Different kinds of light):

image

image

image


10 LightMaps:

image


09 Materials:

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08 BasicLighting

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07 Colors

image


06 Camera

image


05 CoordinateSystem

image


04 Transformations

image


03 Textures

image


02 Shaders

image


01 HelloTriangle

image


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