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Phoenix Engine

Real-time physically based renderin'.

Features

Variance shadow mapping with Gaussian filtering, percentage-closer soft shadows and reflective shadow maps using Poisson disk sampling, cascaded shadow mapping, screen space reflections using deferred shading and ray marching, physically based rendering with image-based lighting and a spherical harmonics probe, volumetric lighting, tiled deferred shading using compute shaders, and indirect illumination using voxel cone tracing.

Screenshots

Resources

Brian Karis' Real Shading in Unreal Engine 4
Real-Time Rendering
GPU Pro 5
Andrew Lauritzen on Variance Shadow Maps in GPU Gems 3
Variance Shadow Mapping by Kevin Myers
Jan Kautz' Exponential Shadow Maps
Cyril Crassin's Interactive Indirect Illumination Using Voxel Cone Tracing
Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children
Bartlomiej Wronski on The future of screenspace reflections
Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics
GDC follow-up: Screenspace reflections filtering and up-sampling
Randima Fernando's Percentage Closer Soft Shadows Paper
Andrew Lauritzen's Deferred Rendering for Current and Future Rendering Pipelines
Johan Andersson on DirectX 11 Rendering in Battlefield 3
NVIDIA Turing GPU Architecture Whitepaper
Robin Green's Spherical Harmonic Lighting: The Gritty Details Document
Ravi Ramamoorthi's An Efficient Representation for Irradiance Environment Maps Paper
Stupid Spherical Harmonics (SH) Tricks
Carsten Dachsbacher's Reflective Shadow Maps Paper
S. James Lee’s Realistic Skin Rendering Resource
Alexandre Pestana’s Post on Volumetric Lights

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Real-time physically based renderin'

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