Cthugha_engine is a small engine implemented in C++ and based on "Game Coding Complete" by Mike McShaffry and David Graham.
Tiled deferred shading and tiled forward rendering for translucent objects.
Physically based rendering. Cook-Torrance Model.
Voxel cone tracing global illumination (two bounces). Interactive Indirect Illumination Using Voxel Cone Tracing. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann (2011).
Signed Distance Field Soft Shadows. Dynamic occlusion with signed distance field. Epic Games. Siggraph 2015.
Volumetric Scattering. Volumetric Fog: Unified compute shader based solution to atmospheric scattering. Ubisoft Montreal. Siggraph 2014.
Temporal Screen Space Ambient Occlusion.
Open "Cthugha-Engine-Demos/ACDemo/Dev/source/ACDemo/Msvc/ACDemo.sln" with Visual Studio 2013 and build project release. Binaries are created in "Cthugha-Engine-Demos/ACDemo/Dev/bin/release/"
Author: David Ordóñez