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https://github.com/tcoppex/m2-deferred-renderer

An OpenGL 3.3 demo with a full deferred renderer and post-processing pipeline
https://github.com/tcoppex/m2-deferred-renderer

deferred-rendering opengl

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An OpenGL 3.3 demo with a full deferred renderer and post-processing pipeline

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README

          

deferred-renderer-2012
================

# About #
---------------------------------

A full deferred renderer with post-processing pipeline.

Features:

Skydome:
# GPU Noise Generation for procedurale texturing.

Sponza:
# Normal-mapping.

Water:
# Real-time local reflection.
# Real-time water simulation on GPU.

SineDragon:
# Geometry instanciation (Cube).

Deferred Lighting:
# multiple light type (point, spot, directionnal).
# render only visible illuminated fragment (via the stencil buffer).

Post-Processing:
# SSAO.
# Bloom.
# Vignetting.
# Blur (used by other effects).
# Gamma correction.

year : 2012

# Compilation #
---------------------------------

Thirdparties :
- GLEW 1.7 (as static library create at compile-time)
- GLSW (as static library create at compile-time)
- GLM (as headers)
- DevIL (not provided)
- Assimp (not provided)

# Controls #
---------------------------------

Mouse + arrow key: move the camera.

w: display wireframe.

t: display FPS & elapsed time.

r: toggle 'ride the dragon' mode if Dragon rendered, (default: OFF).

l: toggle display light shapes

F1: toggle Dragon rendering (default: OFF)

F2: Switch between Water scene & Sponza scene (default: Sponza)

F3: toggle SSAO (default: OFF)

F4: toggle BLOOM (default: OFF)

F5: toggle MOTION BLUR (not working)

F6: toggle Vignetting

F7: toggle Gamma Correction

# References #
---------------------------------

(Not completed)
- Nvidia's 6800 Leagues under the sea - Shawn Hargreaves & Mark Harris
- Deferred Rendering in Killzone 2 - Michal Valient
- Starcraft II Effects & Techniques - Dominic Filion & Rob McNaughton