I’ve been working on a DirectX-11 Renderer called VQEngine on my spare time.
BRDF, Environment Lighting, Directional Lights, PCF Shadows
Model Loading (.obj), Sponza Scene, SSAO, HDR, Bloom
Debug Rendering, CPU and GPU profiler, Frame Stats, Bounding Boxes
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)