Altres autors/es

Zúñiga Zárate, Ana Gabriela

Data de publicació

2021



Resum

Rendering has been a hot topic in the videogames industry because of the tight time budget there is for every frame and rendering is the most consuming part; and even more if you are trying to replicate the real world (lighting, reflections, material properties). So with this project I implement the different rendering techniques that have been created to solve this problem, to improve the rendering quality without affecting performance. In this document I’ll document the process and explain the different methods and rendering paths. Starting with the rendering pipeline and continuing with the mathematics concepts used to improve quality image. This project is developed in C++ using OpenGL API, and following Feature-drive Driven agile methodology. And all the code is compiled in a static library where users can load a model, specify a simple material and lights and see the result in a 3D scene.

Tipus de document

Bachelor thesis

Llengua

Anglès

Publicat per

Universitat Politècnica de Catalunya

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Drets

http://creativecommons.org/licenses/by-nc-nd/4.0/

Open Access

Attribution-NonCommercial-NoDerivatives 4.0 International

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