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Specular reflection

Specular reflection

April 24th, 2006

Per-pixel specular lighting lets us render objects that are shiny, but not reflective like a mirror.

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Still more water!

Still more water!

April 24th, 2006

I have updated the water again, with a focus on underwater effects!

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Depth of Field

Depth of Field

March 17th, 2006

I added depth of field effects that can be used for cutscenes. The camera can focus on any particular distance plane, and everything is blurred based on distance from this focal…

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Heat haze

Heat haze

March 17th, 2006

I adapted the distortion system to allow for heat haze from convection in really hot environments, such as this desert:

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Water refraction and volume fog

Water refraction and volume fog

March 17th, 2006

The water now dynamically refracts objects submerged in it, and is full of floating dust so that light cannot penetrate it very far.

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Screen-space distortion

Screen-space distortion

March 12th, 2006

We can now apply distortion effects to anything; in this screenshot I applied a basic refraction shader to the player model! Screen-space distortion is much faster than cube map…

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Water surface effects

Water surface effects

March 6th, 2006

Today I added initial water surface reflection and refraction effects. I haven't started on underwater effects yet, but that is next!

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HDR and Motion Blur

HDR and Motion Blur

March 3rd, 2006

I just added fast approximations of motion blur and high-dynamic-range lighting. Motion blur blurs the camera image appropriately in response to really fast movements; this is not…

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Model skinning

Model skinning

February 19th, 2006

Models can now be attached to flexible physics objects, so that they can bend and twist correctly. This means that I can apply the rabbit model to the physics-based animation…

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