This is my second OpenGL engine where the purpose of this project is to learn other rendering techniques and improve both my C++ and OpenGL knowledge.
It's a deferred rendering engine based on the glTF file format.
- Physically Based Rendering
- Metallic Roughness Workflow
- IBL
- Specular Glossiness Workflow
- Skybox
- Screen Space Ambient Occlusion
- Fast Approximate Anti-Aliasing
- Debug Mode
- FX
- Bloom
- Depth of Field
- Multiple Tone Mapping
- Shadow Mapping (Both Directional and Point)
- Relief Mapping
- Water Rendering
See issues
- Post Fx effects
- Grain
- Chromatic Aberration
- Lens-Flare
- Other Anti-Aliasing Algorithms
- Other Ambient Occlusion Algorithms