
DirectX11 Shader Programming
This project centers on the development of a dynamic landscape, incorporating various lighting effects through the use of shaders and C++ within a DirectX11 framework. A key feature of the project is the implementation of grass using geometry shaders, which simulates a gentle breeze, adding a layer of realism and vitality to the scene.
The project employs several advanced techniques, including:
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Vertex Manipulation: Achieved through the sampling of heightmaps and the application of Nvidia water simulation equations to create realistic terrain and water effects.
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4-Point Tessellation: Applied to all planes in the scene to enhance surface detail and improve visual fidelity.
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Normal Calculation: Conducted after tessellation using the cross product method to ensure accurate lighting and shading.
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Adjustable Lighting: Features fully configurable lighting parameters, allowing for a range of lighting conditions and effects to be tested and fine-tuned.
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Post-Processing Effects: Includes sophisticated effects such as chromatic aberration and Gaussian blur to enhance the overall visual quality and depth of the scene.
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Customizable Grass Generation: Enabled through the use of geometry shaders and tessellation, allowing for the creation of realistic and responsive grass behavior that reacts to environmental factors.
Below this there is some examples of the scene setup