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Cthugha-Engine-Demos

Cthugha_engine is a small engine implemented in C++ and based on "Game Coding Complete" by Mike McShaffry and David Graham.

Implemented techniques:

  • Tiled deferred shading and tiled forward rendering for translucent objects.

  • Physically based rendering. Cook-Torrance Model.

  • Voxel cone tracing global illumination (two bounces). Interactive Indirect Illumination Using Voxel Cone Tracing. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann (2011).

  • Signed Distance Field Soft Shadows. Dynamic occlusion with signed distance field. Epic Games. Siggraph 2015.

  • Volumetric Scattering. Volumetric Fog: Unified compute shader based solution to atmospheric scattering. Ubisoft Montreal. Siggraph 2014.

  • Temporal Screen Space Ambient Occlusion.

Build code

Open "Cthugha-Engine-Demos/ACDemo/Dev/source/ACDemo/Msvc/ACDemo.sln" with Visual Studio 2013 and build project release. Binaries are created in "Cthugha-Engine-Demos/ACDemo/Dev/bin/release/"

Binaries

https://www.dropbox.com/sh/6tr8c0v0zycv1pb/AADgu7SP3FpHbN1nIHSevDKda?dl=0

Author: David Ordóñez

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