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Insomnium Engine. Deferred Rendering. #6. Physically based shading and post processing effects. HDR
Deferred Rendering with Shadow Mapping
Efficient Real-Time Rendering of Deferred Shading Techniques Using a Data-Parallel Framework with Di
Vulkan API deferred rendering with shadows from multiple light sources
INFR 2350 - Week 10 - Deferred Rendering
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Last Updated: September 30, 2026
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Summary
So here is another update of the So i upgraded the brdf. Now the Here is a little update.I've improved the Screen-space reflections and I've implemented So, I've done a lot of improvements. Replaced the SSAO with HBAO(way better and cheaper results) Made a lot of improvements. Also added support for dynamic reflections. Implemented PN Triangles algorithm for tessellation. Framework code is still being developed at: github.com/EmilianC/Gemcutter.
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