Compute shader / Particle simulation / Fractal texture / Cloth simulation / Edge detection filter (local shared memory)
Particle fountain / Instancing / Transform feedback / Fire / Smoke
Perlin Noise / Noise texture (GLM) / Cloud-like, Wood-Grain, Disintegration, Paint-spatter effect, Rusted metal, Night-vision effect
Tessellation shader(TCS/TPG/TES) / Bezier Curve / 2D Quad / 3D Surface / Tessellating based on Depth
Geometry shader / Point Sprites / Wireframe on Top of Shaded Mesh / Silhouette Lines
Multisample anti-aliasing / Deferred shading / Screen space ambient occlusion / Order-independent transparency
Edge detection / Gaussian blur / HDR lighting / tone mapping /Bloom effect / Gamma correction
Alpha map / Normal • Parallax mapping / Cube map (Refraction) / Projected texture / FBO / Sampler Objects / Diffuse image-based lighting
multiple positional lights / directional light / Phong Shading / Blinn-Phong / spotlight / Toon / Fog / Physically-Based Rendering (BRDF)
Diffuse Shading / Phong reflection model / Functions in shaders / Two-sided Shading / Flat Shading / Subroutines / Discarding Fragments
Program Pipeline / Separable Shader Program / Debug Callback Function
Sending data to a shader / Vertex attributes / VBO, VAO, EBO / Unifrom Variables
Compatibility / GLFW, GLAD, GLM / Hello Window / Shader Program
Graphics Pipeline / Shader / GLSL / OpenGL Application
시간에 따라 transformation이 변화하는 것 (time-varying)Model(local) coordinate에서 World coordinate로 바꿀 때의 transformation이 시간t에 따른 함수가 되면 모션keyframe: key가 되는 frame
Vector and Affine Space / Affine Combination / Affine Frame, Barycentric Coordina
Screen Space Gaussian blur / Subsurface scattering in diffuse
Framebuffer Object / Screen-Space Perceptual Rendering of Human Skin