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lrtr-lab's Introduction

LRTR-Lab

Link's Real-time Lab. This lab is used to implement and test some real-time rendering technology. It is based my project Code-Red (In fact, I use Code-Red to handle the graphics api).

The most implementation of rendering technology are learned from some articles, blogs and books.

Rendering Effect

  • PBR and IBL, Physically based rendering and image based lighting.
  • SkyBox.
  • Soft Shadow Mapping.
  • Gaussian Blur.
  • Deferred Shading.
  • SSAO.

Scene Loader

  • GLTF using TinyGLTF.

Screenshots

PBRandIBL

Shadow

lrtr-lab's People

Contributors

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lrtr-lab's Issues

IBL result with DirectX12 and Vulkan

The result of DirectX12(first) is not same as result of Vulkan(second). But I do not ensure the reason, It looks like well. (Shader? Sampler?)
LRTR-Lab 1_4_2020 6_00_45 PM
LRTR-Lab 1_4_2020 6_01_07 PM

This issue may be sampler. When I use MinMagMapLinear, the result is same.

MeshDataAssetComponent with Multi-Render System.

When we expand the vertex buffer of MeshDataAssetComponent in one systems, the previous systems used the old vertex buffer. But we do not keep the old vertex buffer before we finish these draw calls. So we will reference a vertex buffer that are deleted.

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