Demo developed in XNA with the following features implemented in HLSL:

  • Multiple point and spot light sources dynamically configurable
  • Lambertian and Phong-Blinn illumination models
  • Vertex shader that computes the position of vertices and their normals on the fly (magic carpet)
  • Shadow mapping with PCF
  • Dynamic reflection mapping
  • Bloom post-process effect
  • Tangent space normal mapping

These other videos show in more detail my work with height maps and normal mapping.