25 results for “topic:deferred-shading”
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A Vulkan / WebGPU / OpenGL engine for Desktop JVM, Android and Javascript written in Kotlin
Clustered shading implementation with bgfx
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
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A GameEngine library for OpenGL developed for educational purposes.
A 3d/2d capable self-hosted virtual tabletop
Simple GLFW OpenGL/C++ framework made for educational purposes: Assimp, ImGUI, Deferred/Forward+ Shading, Compute/Geometry Shaders, etc.
First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.
A collection of exemplary graphics samples based on Magma and Vulkan API
Another OBJ/MTL 3D models viewer
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
Vulkan Graphics Engine
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
The example project for blog
Link's Real-Time Rendering Lab.
Deferred rendering engine written in C, using OpenGL, GLFW, GLEW & FreeType.
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
Experimental 3D Game Engine
Customized wrapper and projects created while learning Vulkan!
Using DirectX9
This is an application which implements a deferred shading renderer. It's a part of my graduation project.