Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
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Updated
May 29, 2022 - C++
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Clustered shading implementation with bgfx
An OpenGL / WebGPU engine for Desktop JVM, Android and Javascript written in Kotlin
OpenGL Renderer w/ FrameGraph
An experimental game engine.
Game engine playground.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
Simple GLFW OpenGL/C++ framework made for educational purposes: Assimp, ImGUI, Deferred/Forward+ Shading, Compute/Geometry Shaders and etc.
A collection of exemplary graphics samples based on Magma and Vulkan API
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
Vulkan Graphics Engine
CUDA-based Independent and Customizable Render
Link's Real-Time Rendering Lab.
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
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