Each branch has a project developed for college. Every project was built on top of the main branch using QT libraries (5.15), OpenGL core profile with GLSL 330.
- main: implements a base project with a scene using Blinn-Phong reflection model, texture mapping and ArcBall.
- normal_mapping: implements two scenes using normal maps to simulate bumps (theres a golfball and a stone floor scene).
- shadow_mapping: implements a Shadow Mapping algorithm using a simple PCF filter to make shadows smoother.
- deferred_shading: implements the same scene from shadow_mapping but uses two steps to create the scene, first it renders the geometry and saves the data to a G-buffer, using the G-buffer it calculates the lighting on a second (deferred) step.
- ambient_occlusion: Implements SSAO as presented by Crytek on 2007 with a few adjustments.