This is the code repository for my first course project for Computer Graphics. I implemented two algorithms in this project: Moment Shadow Mapping and Screen Space Ambient Occlusion.
Shitong Luo, PKU.
- Peters, C., Münstermann, C., Wetzstein, N., & Klein, R. (2017). Improved Moment Shadow Maps for Translucent Occluders, Soft Shadows and Single Scattering. Journal of Computer Graphics Techniques (JCGT), 6(1).
- Donnelly, W., & Lauritzen, A. (2006, March). Variance shadow maps. In Proceedings of the 2006 symposium on Interactive 3D graphics and games (pp. 161-165). ACM.
- Bavoil, L., & Sainz, M. (2008). Screen space ambient occlusion. NVIDIA developer information: http://developers.nvidia.com, 6.
- MTL Files - Material Definitions for OBJ Files. https://people.sc.fsu.edu/~jburkardt/data/mtl/mtl.html
- LearnOpenGL - Assimp. https://learnopengl.com/Model-Loading/Assimp
- Tutorial 45: Screen Space Ambient Occlusion. http://ogldev.atspace.co.uk/www/tutorial45/tutorial45.html
- GLFW. https://github.com/glfw/glfw
- glad. https://github.com/Dav1dde/glad
- Assimp. https://github.com/assimp/assimp
- 学校ジム Basketball / Multi Purpose Gym Building - Extreme High Detail Ver. 2 (SketchUp Model from 3D Warehouse). https://3dwarehouse.sketchup.com/model/ud2ae2c3a-b71a-48fd-bb2d-81020d3bbfc3/%E5%AD%A6%E6%A0%A1%E3%82%B8%E3%83%A0-Basketball-Multi-Purpose-Gym-Building-Extreme-High-Detail-Ver-2