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).