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Deferred Render Pipeline

This is my deferred render pipeline, implemented in Panda3D. This pipeline aims to handle the complete graphics pipeline, giving the user the ability to focus on making the game, and not the graphics.

Screenshot Thread: http://www.panda3d.org/forums/viewtopic.php?f=6&t=17050

Screenshots

You can find more here:

BRDF Test BRDF Test #2 Sponza Snow Material Test

This pipeline is still in developement, feel free to join :) For questions & suggestions you can find me at #panda3d on freenode.

Thanks especially to rdb and all the others for support & help!

Setup

You can find the wiki & instructions how to setup the pipeline at https://github.com/tobspr/RenderPipeline/wiki

Features

Deferred rendering
  • Separate transparency and forward pass, too
Occlusion
  • SSDO, SAO and HBAO for high frequency AO
  • Also voxel traced AO and GI for medium/low frequency AO
Global Illumination
  • Cone traced Global Illumination
  • Also cone traced Specular Reflections
    • Better results than screen space reflections
    • Blurred reflections are cheap
Dynamic Scene Voxelization
  • Used for multiple effects like GI, or specular reflections
  • Allows correct specular refletions, even if ray is outside of view
PSSM
  • For directional lights, logarithmic splitting
  • Might support depth dependent splitting at some time
Soft Shadow Penumbras
  • With variance shadow maps (VSM)
SSSSS
  • Screen space subsurface scattering
  • Based on pregenerated light transport map
Multi-Hemisphere-Skybox
Atmospheric Scattering
  • Based on the work of Eric Bruneton, but improved and adapted for non-spheres
Shadows
  • Shadow updates delayed over multiple frames
  • Shadow atlas, also dynamic resolution adaption
Lighting:
  • Point Lights
    • Shadows via cubemap
  • Directional Lights
    • PSSM Shadows, see above
  • Ambient Lights
    • Darken or Bright
      • Artist controlled Global Illumination
  • Projector Lights
    • Like a perspective lens
    • Projection texture
      • Can be used for flashlights for example
  • Area Lights
    • Caster is a rectangle
    • Also supports projection texture
    • Shadows are computed by cone tracing (see GI)
Physically based shading / lighting
Tone mapping (HDR)
  • Also artist controlled color correction
Blur
  • Focal Blur
  • Movement Blur (edges)
  • Mipmap based + in place 4x4 kernel
    • Varying radius (DOF)
  • Maybe Bokeh
Tesselation Shader displacement
Approximated Chromatic Aberration

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Languages

  • Python 95.8%
  • C 2.7%
  • C++ 1.3%
  • Shell 0.2%