Photorealistic real time rendering is today's most popular research field in computer graphics, but it's still not achieved despite of the rapid development of graphical hardware. However there are plenty of real time algorithm that approximate a real life visual effect and can be easily implemented. The aim of this thesis is to demonstrate a good portion of these algorithms and to implement them in an application that can load and display existing models.
The key point of rendering is the shading of a surface based on its material's properties, for which the optimal solution is Blinn-Phong shading. The quality of a scene can be further improved with increasing the resolution of rough surfaces, introducing transparent objects and adding a background. Another important factor of rendering is the addition of shadows based on different types of light sources. The thesis shows the usage of the basic shadow mapping algorithm, and its slightly more complex but better performing variance called cascaded shadow mapping.