Rendu is a rendering engine designed for experimentation. The computer graphics academic and industrial litterature is full of interesting techniques and approaches than can be cumbersome to implement without some basic building blocks. This project aims to provide those building blocks, along with examples of interesting methods or papers. It also contains more general demo applications, such as a small snake game or a gamepad configurator.
Rendu requires OpenGL 4 and builds on macOS (main test machine), Windows (regular testing) and Linux. After cloning the Rendu repository, see the Building section to get the engine running! You can also check the full documentation.
Basic resources to run each project are included in this repository, but you can download many additional scenes from an auxiliary repository for some of the applications.
Name | Description |
---|---|
Deferred Physically based rendering | ![]() |
Path Tracer | ![]() |
Image Filtering | ![]() |
Atmospheric scattering | ![]() |
Snake Game | ![]() |
Name | Description |
---|---|
Image viewer | ![]() |
BRDF Estimator | ![]() |
Controller mapper | ![]() |
Shader validator | ![]() |
Atmospheric scattering preprocess | ![]() |
Playground | ![]() |
This project use premake5
(premake.github.io) for generating the workspace and projects files.
After cloning Rendu, move to the root of the repository and run
premake5.exe [vs2017 | xcode | make | ...]
To generate the desired workspace in the build
directory.
The documentation (access it at docs/index.html
) relies on Doxygen being installed. Generate it with
premake5 docs
You can clean the build directory with
premake5 clean
All non-system dependencies are compiled directly along with the projects. The only exception is gtk3
on Linux.
On a more detailed level, here are the main features you will find in Rendu.
- Window and graphics context setup.
- GPU objects creation and management (shaders, textures, buffers).
- Resources handling and packing.
- Shader validation at compilation time.
- Input management with controllers support.
- 3D rendering, including per-fragment shading, normal maps, parallax mapping.
- Lights: omni/spots/directional lights, variance shadow mapping.
- Environment lighting, using cubemaps, preconvolved irradiance maps and spherical harmonics.
- Linear lighting pipeline, with HDR, bloom, tonemapping and gamma correction.
- Screen space techniques: antialiasing, ambient occlusion.
- Image processing techniques, such as fast gaussian blur, Poisson inpainting, flood filling.
- 2D interface rendering (buttons, checkboxes) with support for font distance fields.
- A raycaster CPU implementation using a bounding volume hierarchy.
I would like to add some additional features to Rendu in the near future, mainly to get a better grasp of some techniques and allow for more experimentations.
- Local light probes for reflections, parallax correction.
- Temporal Antialiasing with reprojection and clamping.
- Screen-space reflections and shadows (raymarching against the depth buffer).
- Rendering of a terrain and water using a procedural approach (Perlin/Worley/Fractal noise, maybe tesselation).
- Particle effects (updated on the GPU).
- Volumetric effects, such as godrays and lit fog.
- Support interesting controllers (MIDI controllers, PS4 light bar and touchpad,...)
On a more down-to-earth level, some engineering tasks could also help improve the engine.
- Cleanup the way materials are handled right now.
- Real-time cube maps could be rendered in multiple calls after culling objects, instead of layered rendering.
- Abstract interactions with OpenGL and/or move to Vulkan.