I’ve been working on a DirectX-11 Renderer called VQEngine on my spare time.
PBR (GGX-Schlick BRDF), HDR, Tonemapping, Bloom, Environment Mapping (Image-based Lighting)
SSAO w/ Gaussian Blur
Below are some screenshots from my DigiPen computer graphics studies.
Generated using Path Tracing algorithm with physically-based rendering and some metallic materials
Environment map images are acquired from HDR Labs - sIBL Archive and rendered using the OpenGL4 Renderer I’ve built during the DigiPen studies.
Environment Mapping (Image-based Lighting), Tonemapping - Hamarikyu Bridge B, Tokyo
Deferred Rendering, Screen-space Ambient Occlusion - Shushanna: Player character model used in platformer game Unlit
Hard vs Soft Shadows (PCF w/ 19x19 Kernel)