From c7c8cf0569d3e3397f6df55a25a6ce019a1d903d Mon Sep 17 00:00:00 2001 From: kaj dijkstra Date: Mon, 17 Nov 2025 17:32:38 +0100 Subject: [PATCH] Readme updated images --- README.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index 5a97448..613233e 100755 --- a/README.md +++ b/README.md @@ -9,17 +9,17 @@ Current features are: #### Positions -![Positions](/images/kepler/position.png) +![Positions](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/position.png) #### Diffuse Maps -![Diffuse Maps](/images/kepler/diffuse.png) +![Diffuse Maps](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/diffuse.png) --- ### Screen Space Ambient Occlusion (SSAO) -![SSAO](/images/kepler/ssao.png) +![SSAO](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/ssao.png) --- @@ -27,7 +27,7 @@ In the final render pass, all G-buffer data is combined and PBR lighting calcula Real-time PBR enables interactive applications such as games and simulations to deliver high-fidelity visuals by leveraging modern GPU computational power. -![PBR lights without Diffuse](/images/kepler/lightOnly.png) +![PBR lights without Diffuse](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/lightOnly.png) --- @@ -35,7 +35,7 @@ Real-time PBR enables interactive applications such as games and simulations to Deferred lighting efficiently renders many lights by processing geometry once into G-buffers, then computing lighting per light in screen space. This avoids redundant geometry rendering and limits lighting calculations to affected screen regions, significantly improving performance. -![Multiple Lights 1](/images/kepler/4.png) ![Multiple Lights 2](/images/kepler/3.png) +![Multiple Lights 1](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/4.png) ![Multiple Lights 2](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/3.png) --- @@ -44,7 +44,7 @@ Deferred lighting efficiently renders many lights by processing geometry once in **Roughness** controls the microsurface texture of a material, affecting reflection sharpness. It governs the spread and intensity of specular highlights, crucial for realistic PBR materials. -![PBR Roughness](/images/kepler/roughness_blue.png) +![PBR Roughness](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/roughness_blue.png) ---