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BitFrost

The Big TODO: List

Core techniques : 1

+ Deferred Rendering 
- Skeletal Animation

Geometry : 2

+ Parsing and rendering an existing model format(OBJ, MD5, etc).
- Displacement mapping using Tessellation hardware.
- Height-map terrain rendering, user can walk on the terrainusing WASD keys.
+ Level of Detail using Tessellation Hardware.
- Morph-based vertex animation.

Texturing and Lighting : 1

+ Normal mapping //Bobby hella dope
- Screen Space Ambient Occlusion
- Blend mapping (multi-texturing)

Projection Techniques : 1

+ Shadow mapping //In other project
- Dynamic cubic environment mapping (SkyMap)
- Dynamic paraboloid mapping

Acceleration Techniques : 2

- View frustum culling against a quadtree 
+ Front to Back rendering 
- Occlusion Culling 
+ Back face culling using Geometry Shader

Other Things : 2

+ BillBoarding //In computeShader

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