

Lighting; Shading
Real-Time HDR Image Based Lighting
This was the final Image Based Rendering course project. The goal was to render in real-time different kinds of (non physically-based) materials (purely reflective/diffuse, refractive and coated) using HDR Image Based Lighting. This project was done entirely in C++ and OpenGL 2.0. The demo application uses a fully HDR pipeline using mostly 16 bit fixed-point textures to store RGBE encoded values. Lighting aside, we applied a few post-processing filters (bloom, tonemapping, auto-exposure compensation and some vignetting). To accelerate some computations we've used GPGPU computations (parallel reduction).
- Course: Image-based Rendering
- Resources: Source Code - SVN Report (.pdf) Full version binary (.rar 26.1 MB) Short version binary (.rar 4.5 MB)