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3D Real Time Engine

This is my custom 3D engine and editor, I wrote it from scratch using C++, openGl and Qt (for the UI).
It's mostly for fun, for didactic purposes, and to get a sandbox for rendering experimentations.

This article is focused on the opengl rendering features. You can find a presentation of the editor here : https://maximegrange.com/projects/Wmla43

This is a forward renderer, with PBR shaders, atlased-shadowmaps, baked volumetric lightprobes, post-process (AO, bloom, depth of field, tonemapping, chromatic abberation, grain, vignetting), transparent objects with refraction and blur, frustum culling.

This is still work in progress, more features should be included in the future :
- directional cascade shadowmaps
- forward clustered rendering (compute shader light culling)
- Mesh LOD
- Mesh instances

OpenGl real time renderer presentation, including lights and PBR shaders, shadowmaps, lightprobes, depth of field, bloom, transparent objects with blur and refraction

Depth of field breakdown : near-field and far-field separation, 2 passes bokey blur

Frustum culling presentation, using objects bounding spheres