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Landscape generation and Lighting with Shaders using Direct3D/X11
Graphics Programming with Shaders University Project
The project focuses on generating terrains and lighting with shaders and C++ through a DirectX11 framework given to us by our lecturer. Throughout the development of this project, I learnt about the Direct3D 11 Pipeline and different graphics programming techniques. I also researched and implemented PBR lighting with materials, which can be changed in real-time through the program's UI.
The project includes the following techniques:
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PBR lighting with materials that can be changed in real-time
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PBR lighting on the terrain through the use of roughness maps that I passed into the graphics pipeline
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Vertex manipulation with displacement mapping by using heightmaps (the project includes 2 heightmaps)
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Vertex manipulation using superimposed wave equations
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Normal calculations to ensure the vertices are illuminated correctly
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Changing the colour of the water based on depth
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Changing the materials in the terrain based on height
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HDR Tone-mapping and Gamma Correction
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Shadows
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Post processing techniques such as Chromatic Aberration
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Minimap rendering the secene on a render texture
The following report outlines the development of the project along with pseudocode and explanations of the techniques and equations used:
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