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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.

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

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!

Screenshots

You can find a lot more here:

Couch Scene Transparency Test BRDF Test #2 Sponza

Setup

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

Features

[Todo] means the feature is not implemented yet.

[Improve] means it is implemented, but has to get improved to look good.

Physically based shading / lighting
Deferred rendering
Order Independent Transparency
Temporal Ambient Occlusion
  • SAO and HBAO
Realtime Global Illumination
  • Voxel cone traced global illumination
  • Cone traced specular reflections
  • Cone traced low frequency ambient occlusion
Dynamic Scene Voxelization
[Improve] Screen Space Local Reflections
High quality Shadows
  • PCF for PointLights, SpotLights
  • PCSS for DirectionalLights
  • PSSM Shadows for DirectionalLights
[Todo] Screen space subsurface scattering
Multi-Hemisphere-Skybox
Atmospheric Scattering
Supported Lights:
  • Point Lights
  • Directional Lights
  • [Todo] Ambient Lights
  • [Todo] Spot Lights
  • [Todo] Area Lights
Color LUT, Dynamic Exposure and Chromatic Abberation
Blur
  • [Todo] Bokeh DOF
  • [Improve] Motion blur based on velocity
Tesselation

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Deferred render pipeline with PBR for Panda3D

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  • Python 95.9%
  • GLSL 4.0%
  • Batchfile 0.1%