3D Effects Wishlist #45

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opened 2025-04-18 13:05:14 -04:00 by josh · 0 comments
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GEOMETRY:

  • Waves Simulations
  • World Curvature
  • Skeletal Animations
  • Decals
  • Volumetric Rendering I (Clouds)
  • Geometry Culling (Frustum Culling)
  • Level of Detail (LOD)
  • Tesselation Shaders
  • Displacement Mapping
  • Geometry Shaders
  • Geometry Buffer
  • Quaternions
  • Realistic Clothes/Hair
  • Wind Simulations

LIGHTING:

  • Normal Mapping
  • Light Maps
  • Lens Flare
  • Sky Box (Atmospheric Scattering)
  • Fog
  • Chromatic Aberration
  • Physically Based Rendering (PBR)
  • Image-Based Lighting (IBL)
  • Multiple Scattering Microfacet Model for IBL
  • Global Illumination
  • Spherical Harmonics
  • Light Probes
  • Screen Space Global Illumination (SSGI)
  • Ray Tracing
  • Subsurface Scattering
  • Skin Rendering
  • Volumetric Rendering II (God Rays)
  • Parallax Mapping
  • Reflections
  • Screen Space Reflections
  • Refraction
  • Defraction
  • Screen Space Ambient Occlusion (SSAO)
  • Horizon Based Ambient Occlusion (HBAO)
  • Screen Space Directional Occlusion (SSDO)
  • Bloom
  • High Dynamic Range (HDR)
  • HDR With Auto Exposure (the one used for bloom)
  • ACES Tonemapping HDR
  • Depth of Field (Bokeh)
  • Color Grading

SHADOWS:

  • Shadows
  • Percentage Close Filtering (PCF)
  • Static Geometry Caching
  • PCF Optimizations
  • Variance Shadow Mapping (VSM)
  • Rectilinear Texture Wrapping for Adaptive Shadow Mapping
  • Cascaded Shadow Mapping / Parallel Split Shadow Maps

SPECIAL EFFECTS:

  • Transparency
  • Order Independent Transparency
  • Depth Peel
  • Weighted Blending
  • Fragment Level Sorting
  • Rendering Many Textures (Mega Texture & Bindless Textures)
  • Anti-Aliasing (SSAA, MSAA & TAA)
  • DLSS
  • Adaptive Resolution
  • Lens Dirt
  • Motion Blur
  • Post-Process Warp
  • Deferred Rendering
  • Tiled Deferred Shading
  • Clustered Deferred Shading
  • Z Pre-Pass
  • Forward+ (Clustered Forward Shading)
*GEOMETRY*: * Waves Simulations * World Curvature * Skeletal Animations * Decals * Volumetric Rendering I (Clouds) * Geometry Culling (Frustum Culling) * Level of Detail (LOD) * Tesselation Shaders * Displacement Mapping * Geometry Shaders * Geometry Buffer * Quaternions * Realistic Clothes/Hair * Wind Simulations *LIGHTING*: * Normal Mapping * Light Maps * Lens Flare * Sky Box (Atmospheric Scattering) * Fog * Chromatic Aberration * Physically Based Rendering (PBR) * Image-Based Lighting (IBL) * Multiple Scattering Microfacet Model for IBL * Global Illumination * Spherical Harmonics * Light Probes * Screen Space Global Illumination (SSGI) * Ray Tracing * Subsurface Scattering * Skin Rendering * Volumetric Rendering II (God Rays) * Parallax Mapping * Reflections * Screen Space Reflections * Refraction * Defraction * Screen Space Ambient Occlusion (SSAO) * Horizon Based Ambient Occlusion (HBAO) * Screen Space Directional Occlusion (SSDO) * Bloom * High Dynamic Range (HDR) * HDR With Auto Exposure (the one used for bloom) * ACES Tonemapping HDR * Depth of Field (Bokeh) * Color Grading *SHADOWS*: * Shadows * Percentage Close Filtering (PCF) * Static Geometry Caching * PCF Optimizations * Variance Shadow Mapping (VSM) * Rectilinear Texture Wrapping for Adaptive Shadow Mapping * Cascaded Shadow Mapping / Parallel Split Shadow Maps *SPECIAL EFFECTS*: * Transparency * Order Independent Transparency * Depth Peel * Weighted Blending * Fragment Level Sorting * Rendering Many Textures (Mega Texture & Bindless Textures) * Anti-Aliasing (SSAA, MSAA & TAA) * DLSS * Adaptive Resolution * Lens Dirt * Motion Blur * Post-Process Warp * Deferred Rendering * Tiled Deferred Shading * Clustered Deferred Shading * Z Pre-Pass * Forward+ (Clustered Forward Shading)
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Reference: josh/JGL#45
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