Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
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Updated
May 29, 2022 - C++
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Clustered shading implementation with bgfx
A Vulkan / WebGPU / OpenGL engine for Desktop JVM, Android and Javascript written in Kotlin
Game engine playground.
An experimental game engine.
OpenGL Renderer w/ FrameGraph
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
A GameEngine library for OpenGL developed for educational purposes.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Simple GLFW OpenGL/C++ framework made for educational purposes: Assimp, ImGUI, Deferred/Forward+ Shading, Compute/Geometry Shaders and etc.
First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
A 3d/2d capable self-hosted virtual tabletop
A collection of exemplary graphics samples based on Magma and Vulkan API
Vulkan Graphics Engine
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
Link's Real-Time Rendering Lab.
CUDA-based Independent and Customizable Render
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