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Deferred Render Pipeline

NOTE: I recently created a new master to clean up the repository. Please use a clean checkout of the new master branch to continue to work with the 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 development, 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!

Installation & Usage

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

Requirements

Features

Physically based shading
Deferred rendering
Order Independent Transparency
Temporal Ambient Occlusion
  • SAO and HBAO
Tile based light culling
Realtime Global Illumination
  • Light propagation volumes
Dynamic Scene Voxelization
  • Coming soon: Voxel based light shafts
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
[Coming soon] Dynamic volumetric clouds
Atmospheric Scattering
Supported Lights:
  • Point Lights
  • Directional Lights
  • Spot Lights
  • [Todo] Ambient Lights
  • [Todo] Area Lights
Dynamic scene exposure
Color LUT, Chromatic Aberration, Grain and Sharpen
Blur
  • [Todo] Bokeh DOF
  • Per object and camera motion blur
Bloom
Tessellation

Screenshots

You can find a lot more screenshots here, or in the forum thread.

Sponza Terrain Couch Scene

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Deferred render pipeline with PBR for Panda3D

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