IMPORTANT: I am currently working on refactoring the pipeline. You can check the current progress in the "refactoring_beta" branch, although it is still very experimental, however, there will be no commits to the master branch until the refactoring is done!
This is my deferred render pipeline, implemented in Panda3D. This pipeline aims to handle the complete graphics pipeline, giving the user the ability to focus on making the game, and not the graphics.
Forum Thread: http://www.panda3d.org/forums/viewtopic.php?f=6&t=17050
This pipeline is still in development, feel free to join :)
For questions & suggestions you can find me at #panda3d
on freenode.
Thanks especially to rdb and all the others for support & help!
You can find the wiki & instructions how to setup the pipeline at https://github.com/tobspr/RenderPipeline/wiki/Getting-Started
- OpenGL 4.3 capable GPU
- Panda3D Development Build ( https://github.com/panda3d/panda3d )
- 1GB Graphics Memory recommended (Can run with less, too)
- SAO and HBAO
- Light propagation volumes
- Coming soon: Voxel based light shafts
- PCF for PointLights, SpotLights
- PCSS for DirectionalLights
- PSSM Shadows for DirectionalLights
- Point Lights
- Directional Lights
- Spot Lights
- [Todo] Ambient Lights
- [Todo] Area Lights
- [Todo] Bokeh DOF
- Per object and camera motion blur
You can find a lot more screenshots here, or in the forum thread.