Download our source code:
stochastic-shaders-reference.zip (29 kB)
This is a tool to help you build your own stochastic rasterization
system to reproduce our published results and explore your own algorithms.
You need to write your own C++ infrastructure for loading scenes,
computing shadow maps, and issuing the rendering calls.
In addition, the shaders may use some features of the G3D library's GLSL
preprocessor that are not standard GLSL, and were developed for NVIDIA
OpenGL drivers. The files refer to some classes that are not defined within
the provided code. The implementations of those classes are tied to your
rendering infrastructure, not the rasterization algorithm, so you must provide
your own implementations.