Thursday, 11 September, 2025г.
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Custom C++ OpenGL Engine Demo (PBR, GLTF, Atmospheric Scattering, SSAO, Bloom...)

Custom C++ OpenGL Engine Demo (PBR, GLTF, Atmospheric Scattering, SSAO, Bloom...)У вашего броузера проблема в совместимости с HTML5
Engine site: https://avilapa.github.io/render-engine/ Twitter: https://twitter.com/97torvic/ Post on PBR and Atmospheric Scattering: https://avilapa.github.io/post/custom-engine-pbr/ ============================================================================== This is an OpenGL and C++ rendering engine I made in my final HND year at ESAT Valencia for the graphics programming subject. Its main features are the following: - Multithreaded agnostical graphics API - Component oriented engine - Physically Based Rendering techniques: - Material pipeline (PBS, Metallic/Roughness workflow) - Image Based Lighting (Radiance and Irradiance environment mapping) - Atmospheric Scattering (Rayleigh and Mie Scattering) - GLTF model loading - Postprocessing Pipeline: - Screen Space Ambient Occlusion (SSAO) - Bloom - Light Scattering (God Rays) - Shadow Mapping - Fast Approximate Anti-Aliasing (FXAA) - Lens Distortion (with Grain, Vignette, Color Aberration) - Tonemapping and multiple one-pass filters - Procedural generation of infinite voxel worlds - UI integration (ImGui) - Sound integration (OpenAL) - Physics integration (Bullet Physics) ============================================================================== Song by Timothy Seals (From Unreal Tournament 4): https://soundcloud.com/timothy-seals/chasing-voids-ut4-dm-chill
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