I ended up with support for depth of field, multiple importance sampled emissive light sources and glossy materials, refractions and scenes composited from multiple objects. Here are a few images I saved over the course of that work.
This image shows normal mapping in action. The wall geometry is just two triangles, all the detail comes from normal maps as well as diffuse and specular textures.
Here's another image with normal maps in the crytek sponza scene. This one also features a skylight to simulate a daylight scene.
Here's an image showing polygonal bokeh for depth of field, simulating a hexagonal aperture due to partially closed aperture blades.
A multi-object scene with glass materials and depth of field.




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