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An OpenGL 3.3 demo with a full deferred renderer and post-processing pipeline

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deferred-renderer-2012

About


A full deferred renderer with post-processing pipeline.

Features:

Skydome:
  # GPU Noise Generation for procedurale texturing.

Sponza:
  # Normal-mapping.

Water:
  # Real-time local reflection.
  # Real-time water simulation on GPU.

SineDragon:
  # Geometry instanciation (Cube).

Deferred Lighting:
  # multiple light type (point, spot, directionnal).
  # render only visible illuminated fragment (via the stencil buffer).

Post-Processing:
  # SSAO.
  # Bloom.
  # Vignetting.
  # Blur (used by other effects).
  # Gamma correction.

year : 2012

Compilation


Thirdparties :

  • GLEW 1.7 (as static library create at compile-time)
  • GLSW (as static library create at compile-time)
  • GLM (as headers)
  • DevIL (not provided)
  • Assimp (not provided)

Controls


Mouse + arrow key: move the camera.

w: display wireframe.

t: display FPS & elapsed time.

r: toggle 'ride the dragon' mode if Dragon rendered, (default: OFF).

l: toggle display light shapes

F1: toggle Dragon rendering (default: OFF)

F2: Switch between Water scene & Sponza scene (default: Sponza)

F3: toggle SSAO (default: OFF)

F4: toggle BLOOM (default: OFF)

F5: toggle MOTION BLUR (not working)

F6: toggle Vignetting

F7: toggle Gamma Correction

References


(Not completed)

  • Nvidia's 6800 Leagues under the sea - Shawn Hargreaves & Mark Harris
  • Deferred Rendering in Killzone 2 - Michal Valient
  • Starcraft II Effects & Techniques - Dominic Filion & Rob McNaughton

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An OpenGL 3.3 demo with a full deferred renderer and post-processing pipeline

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