Category Archive - Computer Graphics
Dual Depth Maps
Monday 2 November, 2009 · Computer Graphics · Thesis
The main goal for last week was creating dual depth maps. Whereas a regular depth map only captures the z-values that are closest to a camera position, dual depth maps capture the two closest points. When the scene is rendered and shadows have to be calculated, a bias is chosen based on the closest and [...]
Shadow Bias
Monday 26 October, 2009 · Computer Graphics · Thesis
As Jurgen pointed out this afternoon, a bias of 0.25 (see post below) for my depth maps isn’t good since depth values are already clamped in the range of [0, 1]. Adding another quarter of that to my depth values is obviously no correct way of rendering shadows. The images below show the improved results [...]
Shadows and Dragons
Sunday 25 October, 2009 · Computer Graphics · Thesis
The last days I’ve been trying to get my shadows up and running, with succes. Using an exported version of one of the depth maps, I can render shadows in my scene. One thing that suprised me was the huge amount of aliasing shadow mapping creates: Despite it being a nice effect, there is just [...]
Depth Maps
Thursday 22 October, 2009 · Computer Graphics · Thesis
After spending the entire yesterday afternoon I’m finally able to export my depth maps to JPG files using the DevIL library. It took me some time to extract the correct information out of the GPU, but now I can fluently export to JPG, TGA and others. (Why PNG doesn’t work is still a mystery.) I [...]
Eerste beelden van depth maps
Tuesday 20 October, 2009 · Computer Graphics · Thesis
Na de voorbije weken weinig vooruitgang geboekt te hebben, vliegen we er deze week terug in. Gisterenavond al enkele uren gewerkt aan een script om N depth maps rondom een object te genereren (zie verder). Deze ochtend ben ik eerst op zoek gegaan naar een manier om een OpenGL textuur om te zetten in een [...]
Dragon Render
Tuesday 13 October, 2009 · Computer Graphics · Thesis
First render of the Stanford Dragon:
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