Graphics
Graphics Rendering using DirectX 11 with features:
- Deferred Rendering
- Normal Mapping + Parallax & Self Shadowing Mapping
- Physical Based Rendering (PBR)
- HDRI Skybox
- Image Based Lighting (Irradiance + Radiance Maps)
- Post-Processing Effects
Deferred Shading
Deferred Shading separates geometry rendering from lighting calculations:
- G-Buffer Pass: Store positions, normals, albedo, roughness, metalness, depth
- Lighting Pass: Apply lighting on visible pixels using fullscreen quad
- Quad Pass: Final output combining lighting, skybox, and UI
Physical Based Rendering (PBR)
Simulates realistic lighting interactions using Cook-Torrance BRDF:
- Albedo, Normal, Metallic, Roughness, AO, Displacement maps
- Skybox, Radiance, Irradiance maps for Image-Based Lighting
- Energy Conservation, Microfacet, Fresnel Effect calculations
Post-Processing Techniques
Enhance visual quality after rendering: