OpenGL


KarmaView 0.1 Released 1

Summary KarmaView is an example OpenGL 4.3 framework which allows the user to configure and test parameters of a Physically Based Renderer – also including other advanced rendering techniques. Some of the features include: Dynamic selection of BRDF factors (Fresnel, Geometry, Normals, Sampling). Configurable Alchemy Screen-Space Ambient Occlusion. Unfiltered Per-Fragment Motion Blur. Configurable […]


Screen Space Ambient Occlusion 7

Previously we updated our BRDF to use Physically Based Shading (PBS) and gave the ambient term an overhaul with Importance Sampled Image Based Lighting (IBL). These changes alone greatly assisted in making our real-time renderer near-realistic (relative to real-time rendering). The advanced ambient term has one issue though – the ambient contribution […]


Physically Based Shading and Image Based Lighting 11

Light is complicated, and we really don’t have a full equation that accurately models light in the real world. This might sound confusing because of all the recent strides in CG and visual technology. Well, it’s all approximate – it’s just that we select functions which approximate really well. The unfortunate truth is: There is no […]


Qt5 OpenGL Part 1: Basic Rendering 32

In this section, we will look at some of the OpenGL datatype abstractions provided by Qt5. Such helpers aren’t 100% necessary for creating an OpenGL applicaton, but it greatly reduces the boilerplate, and allows us to focus on rendering and UI instead of worrying about our OpenGL implementaiton. We will also create – […]