Releases: kikofp02/GraphicsEngine
Release list
3D Model Viewer v1.0
🧱 3D Model Renderer
A real-time 3D renderer built with C++, OpenGL, and ImGui, featuring modern rendering techniques such as deferred shading, physically-based materials, and post-processing effects. This project serves as a personal graphics engine prototype with a modular UI for experimentation and learning, following the lessons of the learnopengl site.
✨ Features
✅ Rendering Pipeline
- Forward Rendering
- Deferred Rendering (G-Buffer setup and lighting pass)
- Debug Views: Inspect G-buffer contents like Albedo, Normals, Depth, Material Props, etc.
✅ Materials & PBR
- PBR workflows with support for:
- Albedo
- Metallic
- Roughness
- Normal Maps
- Height Maps (Parallax Occlusion Mapping)
- Multiple material slots per model
- Real-time material editing UI
✅ Post-Processing Effects
- Bloom with configurable blur passes
- Exposure and Gamma correction
✅ Lighting System
- Directional and Point Lights
- Real-time UI controls (position, intensity, toggles)
- Visual debug of lighting properties
✅ UI (powered by ImGui)
- System information & OpenGL details
- FPS graph
- Scene overview & object transformations
- Material editor
- Post-processing toggles
- Camera control and debug panels
🖥️ Controls
🔧 General
2: Cycle Render Modes (Forward → Debug FBO → Deferred)3: Cycle Debug Views (Albedo, Normals, Depth, etc.)F: Toggle between Free and Orbit camera modes
🎮 Camera
WASD: MoveSPACE/CTRL: Up / Down- Right Mouse + Drag: Rotate
- Mouse Wheel: Zoom
🧪 Models Included
- Rifle with multiple PBR materials
- Survival backpack
- Patrick model
- Brick floor (with displacement)
- Procedural plane
Disclaimer: I do not own the rights to the 3D models used in this project. They were downloaded for free and are used strictly for educational and non-commercial purposes.
👤 Author
Francisco Ferrerós Puigmarti
kikofp02
Deferred Rendering Exercise
Graphics Engine Exercise 1 – Deferred Renderer
Overview
This release contains the implementation of Exercise 1 for the Graphics course: Building a Deferred Renderer.
The objective of this exercise was to construct the core framework for a deferred rendering pipeline, including the necessary model loading, base rendering, G-Buffer setup, geometry pass and lighting pass.