Zúñiga Zárate, Ana Gabriela
2021
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.
Bachelor thesis
Anglès
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs; Video games; Three-dimensional modeling; Image processing; Graphics pipeline; Video games; Shaders; Rendering; Software; Videojocs; Infografia tridimensional; Imatges -- Processament
Universitat Politècnica de Catalunya
http://creativecommons.org/licenses/by-nc-nd/4.0/
Open Access
Attribution-NonCommercial-NoDerivatives 4.0 International
Treballs acadèmics [82541]