Engine: Custom
Languages Used: C++, GLSL
Platform: PC
Development Duration: 2 Weeks
Library/API/Framework: OpenGL, GLFW, GLU
Engine: Custom
Languages Used: C++, GLSL
Platform: PC
Development Duration: 2 Weeks
Library/API/Framework: OpenGL, GLFW, GLU
Further study of OpenGL and the graphics pipeline. A major part of this project was to understand post processing effects, and how multi passes are used to achieve certain affects such as bloom.
Part of this understanding how post processing effects work is by understanding the frame buffer and rendering to a texture. This allows the output from one shader to be saved and used as input for the next.
Implementing bloom was a challenge to understand as there was actually more steps than one thought there would be. Understanding how to implement different types of blurs such as box blur, and gaussian blur, and seeing the performance of different implementations were all invaluable.
Other techniques that I tried implementing include vertex animations through the vertex shader, a dissolve effect using a noise texture, cubemap for a skybox, and a basic chromatic abberation effect.
This project gave me a deeper understanding of the rendering pipeline.