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Depth of Field
I referred the Skylanders SWAP Force Depth-of-Field Shader <http://casual-effects.blogspot.com/2013/09/the-skylanders-swap-force-depth-of.html> to implement a good depth of field using the circle of confusion and focus plane.
Physically Based Rendering
Then I set up point lights and spotlights and got basic Bidirectional Reflectance Distribution Function up and running. I then used IBL Baker to generate maps for Image Based Lighting and loaded the scene with models and textures to show off the same.
Particle Effects using Compute Shaders
I set up a basic particle system which dispatched the shaders to generate billboarded particles in the scene. Next I added depth to the particles so they can be rendered in world space.
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