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Alejandro Segovia Azapian

Rendering and Systems Engineering

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  • C/C++ and Objective-C
  • Computer Graphics
  • Personal Projects
    • Vortex 3D Editor
    • Vortex 3D Runtime
    • Vortex 3D Engine
    • GLSL Shader Editor
    • Quake 2 BSP Renderer
    • Quake 2 Model Renderer
    • The Mandelbrot Set
    • Vector Field Renderer
    • Konoko (OBJ Rendering)
    • Julia-Fatou Set and IFS Fractals
    • Py Particle System (2006)
    • C++ Raytracer (2005)
  • WebGL
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Month: March 2017

Vortex Editor Vortex-Engine

Deferred Rendering – Part II: Handling Normals

March 27, 2017March 25, 2017Ale

This week work went into adding normal data to the G-Buffer and Light passes. I left normal data out while I was still implementing the architecture for the deferred renderer,…Continue readingDeferred Rendering – Part II: Handling Normals

3D Engine Rendering Vortex-Engine

Deferred Rendering – Part I

March 20, 2017March 19, 2017Ale

This week, work went into completing the initial implementation of a Deferred Renderer for Vortex. Every feature we had been incorporating into the Engine so far was building up to…Continue readingDeferred Rendering – Part I

3D Engine Vortex-Engine

G-Buffer

March 14, 2017March 13, 2017Ale

This week I started working on the G-Buffer implementation for the deferred renderer. The G-Buffer pass consists in the first half of any deferred shading algorithm. The idea is that,…Continue readingG-Buffer

3D Engine Vortex-Engine

Multi-Render Targets

March 6, 2017March 6, 2017Ale

This week, work went into testing Multi-Render Target support. Usually abbreviated MRT, Multi-Render Targets allow our shaders’ output to be written to more than one texture in a single render…Continue readingMulti-Render Targets

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