Documentation

Advanced Graphics Techniques

This section delves into sophisticated techniques used in modern graphics development to achieve stunning visual effects, enhance performance, and create immersive experiences.

Real-time Ray Tracing

Explore the principles and implementation of real-time ray tracing, enabling photorealistic lighting, reflections, and refractions directly within your applications. Learn how to integrate ray tracing with traditional rasterization for hybrid rendering approaches.

Key aspects covered:

Global Illumination

Understand how to simulate the indirect lighting that bounces off surfaces, creating more natural and believable scenes. This includes techniques like:

Example code snippet for a basic GI shader:


uniform sampler2D g_sceneDepth;
uniform sampler2D g_sceneNormal;
uniform sampler2D g_sceneAlbedo;
uniform vec3 g_lightDirection;

// ... (other uniforms and functions)

void main() {
    vec3 worldPos = reconstructWorldPos(gl_FragCoord.xy);
    vec3 normal = texture(g_sceneNormal, gl_FragCoord.xy).rgb;
    vec3 albedo = texture(g_sceneAlbedo, gl_FragCoord.xy).rgb;

    // Simplified indirect lighting calculation (e.g., ambient occlusion term)
    float ao = calculateAmbientOcclusion(worldPos, normal);

    vec3 directLight = max(dot(normal, -g_lightDirection), 0.0) * albedo * vec3(0.8);
    vec3 indirectLight = albedo * ao * vec3(0.2); // Basic indirect influence

    gl_FragColor.rgb = directLight + indirectLight;
    gl_FragColor.a = 1.0;
}
            

Physically Based Rendering (PBR)

Implement PBR workflows for creating materials that behave realistically under different lighting conditions. This involves understanding parameters like:

Post-Processing Effects

Enhance visual fidelity with a range of post-processing techniques applied to the rendered image:

A simple Bloom shader implementation outline:


// ... (texture samplers for the rendered scene)

float bloomThreshold = 0.8;
float bloomIntensity = 0.5;

float luminance = dot(texelFetch(g_sceneTexture, pixelCoord, 0).rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 bloom = vec3(0.0);

if (luminance > bloomThreshold) {
    // Apply a Gaussian blur or separable filter to bright pixels
    // ... blur logic ...
    bloom = brightPixels * bloomIntensity;
}

finalColor = texelFetch(g_sceneTexture, pixelCoord, 0).rgb + bloom;
            

Compute Shaders for Graphics

Leverage the power of compute shaders for tasks beyond traditional rendering, such as: