Evan Rosky's Rendering Projects
Other Rendering Projects: Interactive Raytracer/Photon Mapper  Monte-Carlo Path Tracer

Real Time OpenGL Rendering

This is a real-time rendering assignment. It uses GLSL for high-quality shading per-pixel. There is a bug during parsing that makes it only import OBJ files that have normals specified -- this is dumb particularly because I end up discarding the provided normals to recalculate them anyways).

I've set it up to be fairly easy to define the scene and materials in C++. Hopefully I can expand this, though, to parse some sort of file. Currently, it renders in a single pass.

Features


Video

Here is a scene with a ground, a high-poly dragon model, and a zorin subdivided genus-4 object. There are two buttons on the left: one toggles environment maps and the other toggles shadows. This was recorded on a GeForce 9600. On my laptop with an integrated GeForce 7400, it gets a stack overflow if I use over the 2 texture units it has -- OpenGL is supposed to guarantee at least 8 (stupid integrated card...).

Get better quality version -> here <-


Source

Here is a bunch of code and some various scene files. It requires SDL, OpenGL, GLSL, freetype2, /usr/share/fonts/TTF/arial.ttf . I've only really tested this on Linux and nVidia cards.
Link: here