The offical goal in this project has been to implement Screen Space Ambient Occlusion (crysis approach, but sampling inside a hemisphere instead) , write a obj-loader (that computes vertex normals and vertex normal separation) and a camera class (among other things). We have also taken a leap into the new OpenGL 4 standard which has allowed us to play around with geometry and tesslation shaders. Our intention was to build something that easily can be extended and/or reused, so focous has been on the architecture also. This project is still under developement, but it’s running well. There are still some optimizations and cleanup in the source code to do. Source code is provided below.
Development year: 2011 Technologies: C++, OpenGL 4, GLSL, GLM, GLI, GLFW, GLSW. Project duration: 3 ECTS (2 weeks). Project participants: 2. (My project partner has been a student from a different educational programme which also has been a great experience for both of us) Course: Advanced Game Programming, TSBK03.