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This tech demo features a fully deferred rendering pipeline running on OpenGL 4.4 with the following graphical features:
- Dynamic lighting (point, spot, directional)
- Dynamic shadows (dual paraboloid shadow mapping, cascaded shadow mapping)
- Linear Space HDR lighting with bloom and eye adaptation
- Hemispherical ambient lighting with Scalable Ambient Occlusion (SAO not in the video)
- Distance and Height fog
- Hardware skinned characters using transform feedback.
What do you guys think?