Graphics Engine
During the Applied Graphics Programming course at The Game Assembly, I had the chance to build my own renderer from scratch using C++ and DX11. It is a deferred rendering system that has a few neat features.
Features
- PBR Shading
- Directional, Ambient, Point and Spotlights
- Shadow Mapping for Directional light
- SSAO
- Clustered Shading for Pointlights and Spotlights
- Instanced rendering
- Deferred with GBuffer
- Skybox
- Mesh VFX
- Particles System
- Postprocessing
- Double Buffered