The current state of my deferred renderer, written in C++ using OpenGL & GLSL. The renderer supports the following:
- normal mapping
- screen space ambient occlusion
- hdr & bloom
- motion blur
- shadow maps
There is relatively little optimisation yet the renderer achieves a solid 100fps on my GTX 260.
The Sponza Atrium scene was modelled by Marko Dabrovic and can be downloaded from http://hdri.cgtechniques.com/~sponza/files/
Genius! I always thought deferred rendering is the way to go. Look at Killzone 2. That engine is an amazing example.
d3tach3d 11 months ago