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PBR Deferred Renderer

This is an SDL+OpenGL rendering project written in C that implements various computer graphics techniques I find interesting.

It currently includes an HDR deferred render pipeline, PBR lighting, IBL, shadow mapping, parallax mapping, tonemapping, basic particle emitters (forward rendered).

The material system uses a roughness/metallic workflow and supports any/all of the following textures:

  • Roughness
  • Metalness
  • Normal
  • Emissive
  • AO
  • Height

There is also a small tool to stitch cubemaps and bake irradiance maps (support for generating prefiltered radiance maps is NYI).

Screenshots

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References