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🎮 Game dev, graphics programming, pixel art. ⛩️
💫 I like creating things!
Websitehttps://voithos.io
Githubhttps://github.com/voithos/
Twitterhttps://twitter.com/voithoz

Finally gotten my renderer to a point I'm happy with, and decided to make a little video on it! https://youtube.com/watch?v=rbC2D_ayePI&ab_channel=voithoz

#3D #rendering #gamedev

quarkGL - PBR OpenGL renderer

YouTube

Got IBL working in my renderer! This was a surprising amount of work compared to even implementing the PBR lighting model itself, but the results are nice :)

#3D #rendering #gamedev

Incidentally, I noticed that Unity's built in renderer also looks like the first image (that is, completely monochromatic emission sources don't seem to look white regardless of intensity).

I recently found this interesting presentation by AMD about a tonemapping technique that features HDR channel crosstalk (among other things): https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf

It makes a pretty big difference when it comes to how these bright (but monochromatic) lights look! Left is basic Reinhard tonemapping, right is AMD.

#3D #rendering #gamedev

Deferred shading can be useful, but the lack of easy MSAA is unfortunate :( So I added an FXAA post-process effect! Before is left, after is right

#opengl #gamedev #rendering

Noteworthy ones are:
- PBR lighting model (GGX)
- Deferred rendering (not necessary but makes some post-processing easier)
- HDR + bloom
- Shadow mapping

Next going to add SSAO (already implemented, just need to integrate).

Consolidating all the renderer features I've been working on in a single binary :)

#opengl #gamedev #rendering

If anyone's interested in PBR, the Filament docs cover lots of great considerations and have felt fairly approachable: https://google.github.io/filament/Filament.md.html

And here's the latest thing I added, a PBR rendering model based on the GGX microfacet model.

#opengl #gamedev #rendering

Deferred shading! Although it has its downside, it can often be a powerful performance improvement when many lights are involved, and can also make other screen space effects easier to implement.

#opengl #rendering #gamedev