Simple Deferred Renderer with Physically-Based Shading

Advanced GPU Programming Course

Description

A simple render engine made with OpenGL 4.0. It's purposse was to learn more about the inner workings of a Deferred rendering pipeline and compare it against the classic Forward pipeline in terms of performance, memory usage, light counts, scene complexity, and so on. The engine features a nice reference-based resource management system which handles the lifetime of GL objects, models, buffers, textures, shaders and ubershaders. Additionally, it employs the modified Cook-Torrance BRDF used in Unreal Engine 4, supports most-representative-point Area Lights and SSAO and SSSR post-process effects.

Disclaimer: Vespa model by Joe "EarthQuake" Wilson. Used without permission.

  • CSharp
  • OpenGL
  • OpenTK
  • Physically-Based-Shading
  • Deferred-Rendering

Media