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Real-time PBR Renderer
Custom real-time physically-based renderer in OpenGL
Overview
A real-time physically-based renderer built from scratch in C++ and OpenGL. Features deferred shading, PBR materials, IBL, shadow mapping, SSAO, bloom, and tone mapping.
Render Pipeline
- Geometry pass → G-Buffer (albedo, normal, metallic-roughness, depth)
- Lighting pass → HDR color buffer with PBR shading
- Post-processing → SSAO, bloom, tone mapping, FXAA