The goal of this project is to create a small mesh/material viewer that also includes realistically rendered water. This engine is implemented using physically based rendering and IBL. Meshes and/or materials will be viewable above an ocean-like plane with waves simulated using FFT, in addition to IBL and ray-traced reflections of the viewed mesh.
Additionally, I'm looking to add rendering techniques like:
- Parallax occlusion mapping & self-shadowing
- Shadow mapping
- DLSS/DLAA
- Anything else that's often found in modern engines
It will be built off of the water shading logic I wrote here, but improved.
The overall goal is to learn as much as possible. lesgo
- Parallax mapping was not working previously, several bugs in shader relating to displacement calculation that are now fixed.
- Working now, but current method insufficient for the high-frequency paving stones texture, shown below. Will need POM.
Note the texture swimming at sharp angles:

- Got parallax mapping supposedly working, though it's difficult to tell
- Switched to parallax mapping with offset limiting
- Next is POM (Parallax Occlusion Mapping, uses raymarching)

