Rendering
PBR Scene in OpenGL
A physically based, deferred rendering pipeline written from scratch.
Overview
A 3D scene built from scratch in C++ and OpenGL, with a physically based rendering pipeline to raise the visual quality of the scene.
After studying the GTA V rendering pipeline write-up, I moved the renderer to deferred shading. The scene is lit by directional, spot and point lights, and Reinhard tone mapping with gamma correction produces the final image.
Highlights
- PBR pipeline written by hand in C++, OpenGL and GLSL
- Deferred rendering, informed by a study of the GTA V rendering pipeline
- Directional, spot and point lights
- Reinhard tone mapping and gamma correction as post-processing
- Graphics debugging with NVIDIA Nsight Graphics and RenderDoc