3D Programming - Antares Engine showreel (OpenGL | C++)
Just a cumulative video showing most of the features currently implemented into my small OpenGL Engine. Timecodes of the various features shown in the video:
0:00 - omnidirectional shadow maps (point light shadows)
0:05 - normal mapping omnidirectional shadow maps
0:10 - parallax occlusion mapping with self shadowing
0:20 - emissive materials
0:22 - advanced bloom HDR adaptive exposure
0:30 - basic inverse kinematics parallax corrected cubemap reflections
0:40 - test scene built using amazing PBR models from
0:42 - some test scenes from the Morgan McGuire Computer Graphics Archive (read below for more details and links)
0:46 - small walk into my procedurally generated terrain billboards for grass and flowers
0:55 - procedural terrain adaptive exposure BLOOM simple atmospheric fog
1:05 - procedural terrain hydraulic erosion rivers
1:15 - planar reflections for water
1:28 - water reflection and density
1:33 - procedurally generated terrain hydraulic erosion grass trees
1:38 - camera path interpolation inside the Sponza model (read below for details and links)
1:50 - procedurally generated planets
2:11 - camera path intepolation inside the “San Miguel 2.0“ model (read below for details and links)
2:21 - skeletal animation via mesh skinning
2:23 - camera flyby inside the wonderful photogrammetry model “St Bartholomew The Great“ by artfletch on sketchfab (read below for details and links).
2:39 - camera flyby over a highly detailed procedurally generated terrain rendered using tessellation shaders.
----------------------------------------
Links and details:
Textures from and
Music:
The following music was used for this media project:
Music: Colossus by Sascha Ende
Free download:
License (CC BY 4.0):
Test scenes:
- “St Bartholomew The Great“ () by artfletch is licensed under Creative Commons Attribution ()
Scenes from the Morgan McGuire Computer Graphics Archive ():
00:42 - living_room
00:43 - breakfast_room
00:44 - salle_de_bain
00:45 - fireplace room
01:38 - Sponza Base Scene downloaded from the Intel Graphics Research Sample Library:
{
Sponza 2022 Scene created by Frank Meinl.
Author = {Frank Meinl and Katica Putica and Cristiano Siqueria and Timothy Heath and Justin Prazen and Sebastian Herholz and Bruce Cherniak and Anton Kaplanyan},
Year = {2022},
Note = {},
Title = {Intel Sample Library}
}
02:11 - “San Miguel 2.0“:
This scene was originally modeled by Guillermo M. Leal Llaguno of Evolucien Visual. The 2017 versions were improved by Morgan McGuire, Guedis Cardenas, and Michael Mara at Williams College and Nicholas Hull at NVIDIA with permission from Mr. Llaguno.
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