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[Procedural/WebGL] Procedural Fireball
LIVE DEMO CLICK ME! Github Repo: https://github.com/lyifaxxx/hw01-fireball Introduction This project is a procedural-generated fireball. Users can toogle several parameters including color, speed, brightness to create a custom fireball. Project Feature Adjustable Noise-based Shape The overall shape of the fireball is determined by several types and layers of noise functions which make the shape look dynamic…
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[C++/OpenGL] Mini-Minecraft
This is the final project of CIS 560 Interactive Computer Graphics. In this project I implemented the following features: Efficient Terrain Rendering and Chunking Efficient chunk rendering Interleaved vertex data To better store and use the vertex attributes, I wrote a struct “BlockFace” which has the direction, position, normal and color data of a face…
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[OpenGL/C++/Qt] Shader Fun
In this project, I implemented several vertex/fragment shaders and post-processing shaders in OpenGL pipeline. Surface Shaders Below are some examples of effects implemented in vertex/fragment shader . Matcap Reflection Shader The basic idea of this shader is to map the (x, y) coordinates of the surface normal of a fragment to a point in the…
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[UE5]Environment Blend Shader
In the natrual environment, moss or snow appear on the top of the stones. This requires a shader to blend two or more textures in a specific way. Such shader can save great effort of environment artists. This matrial can apply to any shape and topling texture can be changed acoording to different senarios. The…
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[OpenGL/C++] Ray Tracing & Animation
See it on : Bouncing balls with mirrors (shadertoy.com) It is a group work at NUS Real-time Rendering Summer Workshop. The scene is rendered using ray tracing.