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.
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