Advanced Graphics and Real-Time Rendering
I chose Advanced Graphics and real-time rendering to be my optional module for the final year of university.
This is the work from semester one:
We were given a bare bones DirectX 11 graphical framework and had to refactor the system into something more extendable and then implement these graphical techniques.
In semester 1, I developed the following graphical features in C++ and HLSL:
- Normal Mapping
- Parallax Mapping
- Parallax Occlusion Mapping
- A to texture, special effects, rendering pipeline
- Shadow mapping
In semester 2, we have a new set of Graphical features to develop, including:
- Skinned mesh Animations
- Terrain Generation
So stay tuned for more!