Thursday, May 2, 2013

Graphics Assignment 13 - Cool Scene

Awwyeah! Check out my final assignment, my cool scene. So cool you might wanna zip your jacket up. :P

Stuff to check out:
- Awesome looking SkyDome
- Green 'alien' like water with reflections.
- Giant translucent floating orb with a wobble effect.

Here's my code:
Download code








Instructions:
- Use the arrow keys to move the camera and walk around.
- Move the directional light using W,A,S,D

Graphics Assignment 12

Woohoo! I have added shadows to my Renderer. Overall there wasn't much programming to do all I had to do is add a new Shadow technique, create a new render target for the Shadow map and make some changes to my shaders. The tricky part was getting the shadow effect to look right.

I had a lot of issues with my Shadows looking weird with my normal maps. I tried a lot of tweaking, added a faux pointlight and did all sorts of things. Turns out all I had to do reverse the lightDirection of the directional light, because of which I was getting the wrong dotProduct for calculating the diffuseLight. Yes, you were right JP. :P

Anyways, here is my assignment. Everything works and my shadows look awesome and so do my normal maps.
Download Code



Instructions:
- Use the arrow keys to move the camera and walk around.
- Move the directional light using W,A,S,D

PIX Screenshot of Shadow Map


Monday, April 15, 2013

Iterating and testing changes made to the code

With the way we have designed our system, testing out small changes for the Co-signers' alpha build is a huge pain. For every change you make, even if you're tweaking a float you have to fire up two instances of the game. Create a game, join the game from the other instance. Set up one instance as the hacker and the other as a pointman, and then test it out. We need to come up with some solution for this ASAP! Argh! :@

Friday, April 12, 2013

Graphics Assignment 11

After completing Assignment 10, this assignment was super easy. My scene looks so badass now. Another thing I'm glad about is my the way I manage my techniques , with which I can do multiple post-processing passes without making any changes to my renderer code and with a single effect file. 

Post-process effect
- Added vignette effect. Wish I had time to do something cooler. I have so many ideas, sigh.
- Added Doom hud texture.

Link to code



Screenshot:

Instructions:
- Use the arrow keys to move the camera and walk around like a boss.

- Move the sphere with soft intersections up and down using T and G.
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R , F


Graphics Assignment 10

This assignment took more time than I expected mainly because I had to restructure a lot of my code. I also had this problem when I couldn't get the index of some of fragment shader uniforms. Apparently, because I was not using them in the operations in my shader code.

Anyways, everything works now. Here is the code.
Download

Screenshots:


ViewDepth texture


Major changes:
- Added another deferred pass for the soft intersections effect.
- My system now supports multiple techniques.

Instructions:
- Move the sphere with soft intersections up and down using T and G.
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R,F
- Move the camera using the arrow keys.

GDC


Friday, March 22, 2013

Graphics Assignment 9

This assignment was pretty easy and I did not have any major problems completing it. There was a time when my objects would reflect everything even after setting the reflectivity to zero. I fixed that by negating the camera direction.

Here's the code.
Download

My effect turned out really cool. It starts of as a wobbly mass and slowly transforms into a sine wave of increasing frequency.





Instructions
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R,F
- Move the camera using the arrow keys.


Changes:
- Modified the scene file format to hold the environment map.
- Modified the material format to hold reflectivity
- Added a new effect, vertex shader and fragment shader for the transparent wobbly effect.
- Made changes to the renderer flow so that the opaque entities are drawn first and rendered to a texture, which can be used by the translucent entities to perform interesting effects.

PIX Screenshot