A deferred PBR renderer in OpenGL.
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Updated
Jul 31, 2024 - C++
A deferred PBR renderer in OpenGL.
Physically accurate soft shadows using area light source and Shadow maps
My first rendered scene using Vulkan API
Render engine with deferred shading based on Vulkan API
Modern OpenGL terrain rendering for learning purposes.
School project. instance rendering of textured cubes, with shadowmapping.
OpenGL Minecraft-like game for the course TSBK03
Vulkan graphics API sample: z-prepass, shadowmapping, forward shading, screenshot capture
Pixel perfect 2D shadows on the GPU
Engine and game
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