This video showcases some new features of the deferred rendering system in my Logos Engine including HDR, auto-exposure, edge detect anti-aliasing, shadow mapping and more. Check the page for more info.
This video showcases some new features of the deferred rendering system in my Logos Engine including HDR, auto-exposure, edge detect anti-aliasing, shadow mapping and more. Check the page for more info.
I just finished implementing my deferred lighting and shadow mapping system for the T2 (Logos) engine that will be used for my upcoming structure based game. Here is a nice little screenshot of the whole deferred lighting system with HDR, depth of field and shadow mapping using OpenGL 2.1 post-processing techniques. The tank is just there to show off the shadows.