"Sunset Boulevard"
Reflector: body model + attached shadow casting light sources
Dawn
The first working teleport
Hierarchical scenegraph: mesh nodes with light nodes attached
Volumetric Light Shafts
Volumetric Light Shafts
Some new models created by Yughues/Nobiax
Normal Mapping and BRDF Demo
Normal Mapping and BRDF Demo
Normal Mapping and BRDF Demo
Normal Mapping and BRDF Demo
Normal Mapping and BRDF Demo
Normal Mapping and BRDF Demo
Cascaded shadow mapping plus a local shadowed spotlight
Cascaded shadow mapping plus a local shadowed spotlight
Cascaded shadow mapping
Cascaded shadow mapping
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Testing glow/specular map support with some simple models.
Spotlight Demo
Spotlight Shadow Map LOD Test 3
Spotlight Shadow Map LOD Test 2
Spotlight Shadow Map LOD Test 1
Spotlight Demo
Spotlight Demo
Spotlight Demo
Spotlight Demo
Generated Eroded Terrain 3
Generated Eroded Terrain 2
Generated Eroded Terrain 1
Real-time Occlusion Culling in Merlin3D
A* pathfinding on a generated navigation graph.
Deferred shading
Bug in final pass :-)
Deferred shading
Deferred shading
Specular term on surfaces
Fog is added in the final pass