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A tech demo that showcases volumetric light scattering, cascaded shadow maps, HDR lighting, and per-pixel motion blur that I implemented using C++, OpenGL, and GLSL shaders in an engine/framework I developed.

GLSL 12.58% C++ 87.42%

advance_computer_graphics_shaders_demo's Introduction

Kristopher Maddeaux personally developed this demo and it was built using the same engine/framework that was used for Telkram. 

This Demo Includes:
	Volumetric Light Scattering 
		-Based on the algorithm described in: Nguyen, H. (2008). Chapter 13. Volumetric Light Scattering as a Post-Process. In GPU Gems 3. Upper Saddle River, NJ: Addison-Wesley.   
	Cascaded Shadow Maps
		-Based on the algorithm described in: Dimitrov, R. (2007). Cascaded Shadow Maps. Retrieved from 
		http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf 

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