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A 3D Render engine built on top of OpenGL

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RenderEngine

A 3D Render engine built on top of OpenGL, using C++, featuring a fully procedural infinite world:

  • Terrain and Water generation, with auto-LOD, on GPU, using tessellation and geometry shaders
  • Procedural vegetation generated with fractal algorithms, and spawned on GPU
  • Sky as gradient cubemap with procedural sundisk
  • Dynamic lighting
  • Cascade shadow maps
  • Horizon: Zero Dawn volumetric cloudscapes
  • Deferred rendering
  • Screen Space grass
  • Screen Space light scattering
  • Screen Space reflections
  • HDR Tone mapping
  • Depth of Field

NOTE: Generation of procedural noise for the clouds is made using compute shaders. Depending on the GPU being used, this process can take more than 2 seconds (default maximun time a program is allowed to be executed on GPU on Windows). If this time is surpassed, the program behaviour is undetermined (crash / wrong execution). To avoid this problem, the maximun time a program can run on GPU can be modified by editing the windows registry.

Showcase video (Old, engine has suffered changes since recording) https://www.youtube.com/watch?v=U1VEJsVS7eE

Screenshot of the procedural world

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A 3D Render engine built on top of OpenGL

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  • C++ 61.6%
  • C 36.3%
  • GLSL 1.3%
  • Other 0.8%