Category: Computer Graphics


Results obtained with the system for real-time rendering of time-varying volumetric data (animated voxels) I developed as part of my dissertation for my M.Sc. in Computer Science in Interactive Entertainment Technology. View aligned cut-planes are used to sample the data volume using texture coordinates calculated dynamically depending on the orientation of the volume relative to the camera. Rendering of large datasets that require streaming from external storage is accelerated taking advantage of GPU supported fast volume compression/decompression. The system was developed in C++, with GLUT/OpenGL and Cg for the shader programs.

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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.