Cthugha_engine is a small engine implemented in C++ and based on "Game Coding Complete" by Mike McShaffry and David Graham.
Implemented techniques:
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Tiled deferred shading and tiled forward rendering for translucent objects.
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Physically based rendering. Cook-Torrance Model.
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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).
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Signed Distance Field Soft Shadows. Dynamic occlusion with signed distance field. Epic Games. Siggraph 2015.
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Volumetric Scattering. Volumetric Fog: Unified compute shader based solution to atmospheric scattering. Ubisoft Montreal. Siggraph 2014.
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Temporal Screen Space Ambient Occlusion.
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/"
https://www.dropbox.com/sh/6tr8c0v0zycv1pb/AADgu7SP3FpHbN1nIHSevDKda?dl=0
Author: David Ordóñez