Since I’m interested in graphics programming I decided to have a look into deferred rendering in OpenGL. What you see here is my implementation of a deferred rendering pass in OpenGL with SSAO and simple bloom. The scene is the well known “sponza” from Crytek. Materials have normal mapping with specular maps and the curtains have translucency (based on the method used in DICE’s Frostbite engine).
The GBuffer has following layout:
R8 | G8 | B8 | A8 |
---|---|---|---|
Albedo | |||
Normals | |||
Specularity(when translucent: Translucency power) | shininess(when translucent: Translucency Scale) | metalliness (when translucent: Thickness) | Material Id |
Depth (GL_R32F) |