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This is a demo was created in my own custom engine using c++ and DirectX11. A simple demo showcasing my deferred rendering pipeline with a physically based lighting model. You can read up on my implementation in my blog post HERE.

My graphics engine has a whole content pipeline set up to support materials, animations, and model importing. For the implementation we create a tightly packed G-Buffer and then do all the lighting calculation in view space. The BRDF lighting model has a diffuse and specular contribution. The diffuse part of the equation I use a Lambertian model, which states that all diffuse light is distributed equally about a hemi-sphere.The specular portion of the BRDF can be broken down into three functions. The functions are the micro geometry distribution function D(h), Fresnel reflectance function F(v, h) and Geometry function G(l, v, h). More in depth implementation in the document provided below.


Features:
  • Deferred Shading
  • Physically based lighting model
  • Directional, Point, Spot lights support
  • Image Based Lighting
  • Spot Light Shadow mapping
  • Depth of field
  • Skybox


  • Bloom
  • Glow
  • Bloom
  • Gaussian Blur
  • multi-texture support
  • asset-pipeline
hiagodesena_deferredrendering.pdf
File Size: 585 kb
File Type: pdf
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