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Arthur - Real Time OpenGL Render Engine

Abstract

Individual project completed in 2017.

Implemented physically based rendering, deferred rendering and forward rendering. Features include PBR textures, image based lighting using HDR maps, screen space ambient occlusion, point and directional lights, etc.

Tools used: C++, OpenGL, GLSL, ImGUI, Assimp, Visual Studio

Screenshots

Forward rendering with multiple model loading and skyboxes. Makes use of Assimp library to load models as OBJs. Includes shader ball, dragon, bunny objs. SOIL used to load images.


Deferred rendering for Screen Space Ambient Occlusion (SSAO).


Physically based rendering using albedo, normal, metallic, roughness, ambient occlusion, and environment maps.