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Book project for opengl/computer-graphics algorithms. This was my first serious project on computer graphics. I did it in 2019 for about 9 months during my free time :)

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AurelienLeandri/LeoOpenGL

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LeoOpenGL

Description

A playground project I used to explore computer graphics with OpenGL. I had fun with it for about 8 months while working at my first computer-graphics-related job. It features several fundamental real-time rendering techniques, most of them enabled, but some of them (SSAO, instancing) you have to dig a bit into the code to enable.

  • Normal/parallax mapping
  • Shadows (from directional and point lights, using shadow maps)
  • Post-processing (tone mapping, bloom)
  • Deferred shading

Disabled/work-in-progress features include:

  • SSAO
  • PBR lighting
  • Normals in the G-buffer seem to have an incorrect orientation

I do not plan to clean up this project anytime soon, as it was mostly used for self-teaching at a time I did not know much about computer graphics. It is, however, quite a big project, with a fairly complex scene graph, some game programming patterns, OpenGL helpers, and even a homemade "Vulkan-like" (big quotes) render graph that computes the order of subpasses based on inputs and outputs. It should be fairly easy to build and run if you want to take a look, and you don't mind the mess :)

Gallery

Scene
The full scene
Normal mapping
Normal mapping
Parallax mapping
Parallax mapping
PBR
Some advanced roughness/metallness material and lighting
Shadows
Point and directional shadows
Bloom
Bloom on the edge of the leg and on the top of the cube
GBuffer
GBuffer (position, normals, diffuse and specular).

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Book project for opengl/computer-graphics algorithms. This was my first serious project on computer graphics. I did it in 2019 for about 9 months during my free time :)

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