Update screenshots and descriptions for offscreen rendering examples

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saschawillems 2016-06-05 19:18:14 +02:00
parent 598b2bbcb9
commit 7ba4d008b8
4 changed files with 9 additions and 4 deletions

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@ -143,13 +143,17 @@ Shows how to use occlusion queries to determine object visibility depending on t
## [Offscreen rendering](offscreen/) ## [Offscreen rendering](offscreen/)
<img src="./screenshots/basic_offscreen.jpg" height="96px" align="right"> <img src="./screenshots/basic_offscreen.jpg" height="96px" align="right">
Uses a separate framebuffer (that is not part of the swap chain) and a texture target for offscreen rendering. The texture is then used as a mirror. Shows how to do basic offscreen rendering. Uses a separate framebuffer with color and depth attachments (that is not part of the swap chain) to render the mirrored scene off screen in the first pass.
The second pass then samples from the color attachment of that framebuffer for rendering a mirror surface.
<br><br> <br><br>
## [Radial blur](radialblur/) ## [Radial blur](radialblur/)
<img src="./screenshots/radial_blur.png" height="96px" align="right"> <img src="./screenshots/radial_blur.png" height="96px" align="right">
Demonstrates basic usage of fullscreen shader effects. The scene is rendered offscreen first, gets blitted to a texture target and for the final draw this texture is blended on top of the 3D scene with a radial blur shader applied. Demonstrates basic usage of fullscreen shader effects. The scene is rendered into a low resolution offscreen framebuffer first.
After rendering the object the second pass then blends a full screen quad on top of the scene, sampling from the color attachment of the offscreen framebuffer ti implement a radial blur.
<br><br> <br><br>
## [Bloom](bloom/) ## [Bloom](bloom/)
@ -178,8 +182,9 @@ To avoid shadow artifacts the dynamic depth bias state ([vkCmdSetDepthBias](http
## [Omnidirectional shadow mapping](shadowmappingomni/) ## [Omnidirectional shadow mapping](shadowmappingomni/)
<img src="./screenshots/shadow_omnidirectional.png" height="96px" align="right"> <img src="./screenshots/shadow_omnidirectional.png" height="96px" align="right">
Uses a dynamic 32 bit floating point cube map for a point light source that casts shadows in all directions (unlike projective shadow mapping). Shows how to implement dynamic shadows from a point light source. Uses a dynamic 32 bit floating point cube map for a point light source that casts shadows in all directions (unlike projective shadow mapping).
The cube map faces contain the distances from the light sources, which are then used in the scene rendering pass to determine if the fragment is shadowed or not.
The cube map faces contain the distances from the light sources, which are then used in the final scene rendering pass to determine if the fragment is shadowed or not.
<br><br> <br><br>
## [Spherical environment mapping](sphericalenvmapping/) ## [Spherical environment mapping](sphericalenvmapping/)

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