CSCI 444/544 - Advanced Computer Graphics

Spring 2021

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"Rick Harrison"


This is a demo of per-fragment shading vs per-vertex shading. It also demonstrates the difference between using a halfway vector for specular reflection and using the proper reflection calculation.
This is a demo running instanced rendering for cubes (11 cubes)
This is a demo running instanced rendering for cubes (1111 cubes, the most my computer can handle at 60fps)

This is a demo running instanced rendering for cubes (11111 cubes, too much).

An offline-rendered M with some effects to note: reflection, transparency, and particle scattering in the atmosphere