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| Several screenshots to article about HDR |
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| Several screenshots to article about extended Cartoon Rendering model |
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| CSG example - subtracting one object from another using SCS method |
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| Volume Rendering |
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Volume rendering screenshots (isosurface rendering) using raycasting on GPU of 3D texture
Two more screenshots (it's a slice-based approach, not raycasting).
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| Рендеринг "толстых" линий (на основе примера из NV SDK) |
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| Grass rendering (based on GPU Gems 1-2) |
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| NPR - hatching |
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| cellular texturing screenshots(it looks more interesting when running a demo, since it's all animated). |
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| A teapot, textured by multifractal function from "Texturing and Modelling: Procedural Approach" |
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| Rippled reflection |
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| Rendering surface of a CD using a GLSL-shader (based on chapter from GPU Gems) |
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| Teapots with procedural texturing |
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| rim lighting model with a Phong model |
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| Clouded sky, sky color is computed via allweather Perez model. Clouds are computed using a noise function |
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| Using texture bombing for modelling rain drops on a surface |
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| Glass teapot with refraction and reflection and Fresnel coefficients |
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Here for red, green and blue colors three different refraction coefficients are used:
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| texture bombing |
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| Waves on an image as a posteffect |
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| Example of using noise function for modifying surface normals |
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Using turbulence function for modifying normals:
One more example of procedural bump mapping:
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