Readme updated images

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2025-11-17 17:32:38 +01:00
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commit c7c8cf0569

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@@ -9,17 +9,17 @@ Current features are:
#### Positions #### Positions
![Positions](/images/kepler/position.png) ![Positions](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/position.png)
#### Diffuse Maps #### Diffuse Maps
![Diffuse Maps](/images/kepler/diffuse.png) ![Diffuse Maps](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/diffuse.png)
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### Screen Space Ambient Occlusion (SSAO) ### Screen Space Ambient Occlusion (SSAO)
![SSAO](/images/kepler/ssao.png) ![SSAO](https://code.kajdijkstra.com/kaj/Kepler/raw/branch/main/media/ssao.png)
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@@ -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. 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)
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@@ -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. 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)
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@@ -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. **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)
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