io7m
io7m-r1
0.10.0
1.4. License
io7m-r1 0.10.0 Documentation
2.1. Conventions
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2
Design and Implementation
2.1. Conventions
2.1.1. Overview
2.1.2. Mathematics
2.2. Concepts
2.2.1. Overview
2.2.2. Renderers
2.2.3. Visible Sets
2.2.4. Framebuffers
2.2.5. Meshes
2.2.6. Transforms
2.2.7. Camera
2.2.8. Materials
2.2.9. Instances
2.2.10. Lights
2.2.11. Light groups
2.2.12. Image Filters
2.2.13. Image Sources
2.3. Coordinate systems
2.3.1. Conventions
2.3.2. Types
2.3.3. Object space
2.3.4. World space
2.3.5. Eye space
2.3.6. Clip space
2.3.7. Normalized-device space
2.3.8. Screen space
2.4. Rendering Process
2.5. Materials
2.5.1. Overview
2.5.2. Types
2.5.3. Shaders
2.6. Regular Materials
2.6.1. Overview
2.6.2. Albedo Properties
2.6.3. Emission Properties
2.6.4. Normal Properties
2.6.5. Specular Properties
2.6.6. Environment Properties
2.7. Depth Materials
2.7.1. Overview
2.8. Meshes
2.8.1. Overview
2.8.2. Attributes
2.8.3. Types
2.9. Transforms
2.9.1. Overview
2.9.2. KTransformMatrix4x4
2.9.3. KTransformOST
2.10. Instances
2.10.1. Overview
2.11. Visible Sets
2.11.1. Overview
2.11.2. Batching
2.11.3. Shadow Geometry
2.12. Deferred Rendering
2.12.1. Overview
2.12.2. Algorithm
2.12.3. G-Buffer
2.12.4. Light Group Stencil
2.12.5. Normal Compression
2.12.6. Light Volumes
2.13. Deferred Rendering: Position Reconstruction
2.13.1. Overview
2.13.2. Recovering Eye-space Z
2.13.3. Recovering Eye-space Z (Logarithmic depth encoding)
2.13.4. Recovering Eye-space Z (Screen-space depth encoding)
2.13.5. Recovering Eye-space Position
2.13.6. Implementation
2.14. Logarithmic Depth
2.14.1. Overview
2.14.2. OpenGL Depth Issues
2.14.3. Logarithmic Encoding
2.15. Forward Rendering (Translucents)
2.15.1. Overview
2.15.2. Lit
2.15.3. Unlit
2.16. Normal Mapping
2.16.1. Overview
2.16.2. Tangent Space
2.16.3. Tangent/Bitangent Generation
2.16.4. Normal Maps
2.16.5. Rendering With Normal Maps
2.17. Environment Mapping
2.17.1. Overview
2.17.2. Cube Maps
2.17.3. Reflections
2.17.4. Handedness
2.18. Lighting
2.18.1. Overview
2.18.2. Diffuse/Specular Terms
2.18.3. Diffuse-Only Lights
2.18.4. Attenuation
2.19. Directional Lighting
2.19.1. Overview
2.19.2. Types
2.19.3. Attenuation
2.19.4. Application
2.20. Spherical Lighting
2.20.1. Overview
2.20.2. Types
2.20.3. Attenuation
2.20.4. Application
2.20.5. Shadows
2.21. Projective Lighting
2.21.1. Overview
2.21.2. Algorithm
2.21.3. Back projection
2.21.4. Clamping
2.21.5. Types
2.21.6. Attenuation
2.21.7. Application
2.21.8. Pseudo-Spherical Lights
2.22. Shadows
2.22.1. Overview
2.22.2. Caching
2.23. Shadow mapping - Basic
2.23.1. Overview
2.23.2. Algorithm
2.23.3. Issues
2.23.4. Types
2.24. Shadow mapping - Variance
2.24.1. Overview
2.24.2. Algorithm
2.24.3. Types
2.25. Generic Refraction
2.25.1. Overview
2.25.2. Algorithm
2.25.3. Masking
2.25.4. Vectors
2.25.5. Color
2.26. Filter: Blur
2.26.1. Overview
2.26.2. Algorithm
2.27. Filter: Emission
2.27.1. Overview
2.27.2. Algorithm
2.28. Filter: FXAA
2.28.1. Overview
2.28.2. Implementation
2.29. Filter: Z Fog
2.29.1. Overview
2.29.2. Algorithm
2.30. Filter: Y Fog
2.30.1. Overview
2.30.2. Algorithm
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1.4. License
io7m-r1 0.10.0 Documentation
2.1. Conventions