// PROJECT INFO
// ???
// WORKED ON
// USED
PBR Deferred Renderer
REALTIME RENDERER
APR 2026
Raymarched SDF rendering, subsurface scattering approximation
Model importing with support for specular, metallic, and normal maps
Realtime renderer that uses various techniques to achieve physically-based effects in rasterization. This is a deferred renderer, meaning geometry and lighting (as well as other data) are rendered into separate textures. This data is then all combined in screen space to product the final output pixel.

Features of this implementation:
  • Precomputed irradiance cubemaps, calculated using environment maps
  • Physically-based BRDFs for diffuse and specular materials
  • Screen space reflections (SSR)
  • SDF scene rendering using raymarching
  • Fast subsurface scattering approximation

Project for CIS 4610 (Advanced Rendering) at Penn.
// PBR DEFERRED RENDERER
PRECOMPUTED LIGHTING*PHYSICALLY-BASED MATERIALS*SCREEN SPACE REFLECTIONS*SDF SCENE RENDERING*SUBSURFACE SCATTERING*APPROXIMATION
C++*OPENGL*GLSL
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