This was my BSc thesis in the university. Development log (Lithuanian).
TBD - Demo#4
Soon - I'll just port some 1.4 pixel shaders to 1.1 (in order to run on GF3/GF4Ti), and upload it.
2003 01 27 - Demo#3
Various explicit integrators and constraints, improved normal calculation, a bit optimized, 40x40 particles cloth patch. Zip file here (156kb), requires DirectX8.1 and a basic 3D accelerator.
2003 01 10 - Demo#2
Still no implicit integrator... So here's a demo with various explicit integrators, 80x80 particles cloth patch and a gear-shaped table. Zip file here (149kb), requires DirectX8.1 and a basic 3D accelerator.
2003 06 14
Some shading modes, with 2 directional ligths. Left to right:
- Per-pixel anisotropic with anisotropy direction map,
- Per-pixel diffuse+specular with normal map and gloss map,
- - the same,
- Homomorphic factorised BRDF (McCool et al.), satin BRDF,
- - the same, velvel (red) and satin (yellow) BRDF,
2003 01 27
Improved normal calculation, so vertex lighting doesn't look that bad, added more different constraints and made better texture/material.
2003 01 04
2002 12 30
2002 12 28