Mipmapping (Real-Time Rendering)
Автор: Norg
Загружено: 2026-02-18
Просмотров: 22
Описание:
A short demonstration of mipmapping and texture minification filtering implemented in OpenGL for my Real-Time Rendering course at Trinity College Dublin.
This scene explores the visual impact of different texture sampling modes under extreme minification. A large textured plane and several rotating objects are rendered with adjustable UV scaling to deliberately stress texture sampling. Multiple texture sets (checkerboard, high-frequency stripe pattern, brick, and newspaper) are used to highlight aliasing artifacts such as shimmer and moiré patterns when mipmaps are disabled. The demo contrasts non-mipmapped filtering modes with nearest-mipmap, linear-mipmap, and trilinear filtering to clearly demonstrate stability improvements and level blending behavior.
The scene also includes dynamic lighting, roughness-driven specular shading, an orbiting light option, and an HDR environment skybox to maintain a visually realistic context while focusing on texture sampling behavior.
The application is written in C++ using a custom OpenGL rendering framework developed by me, featuring modular mesh, material, shader, texture, and geometry systems. External libraries used include GLAD for OpenGL function loading, GLFW for window and input handling, GLM for mathematics, stb_image for texture loading, and Dear ImGui for real-time parameter control.
All source code is available on my GitHub repository:
https://github.com/Norged-Out/CS7GV3-RTR
https://github.com/Norged-Out/OpenGL_...
Textures used in this demonstration:
All textures sourced from free stock images
HDR Environment: https://polyhaven.com/a/qwantani_dusk...
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