One of the great things about working at Robot Entertainment is the ability to work on side projects; here’s an in-progress look at mine. Recently, I’ve been working on improving the renderer. I did all of the code and art in this scene (using Blender and Substance Designer). I’ve had an absolute blast learning while working on this, and am looking forward to seeing what I learn as I continue moving forwards. Here’s a quick rundown of the rendering features shown:

  • Multithreaded Renderer
  • Physically Based Renderer (using Trowbridge-Reitz (GGX))
  • HDR bloom
  • Dynamic eye adapatation using compute shaders
  • Linear lighting
  • Filmic Tonemapping
  • Dynamic per-pixel point lights
  • Omni (cube-map) shadows
  • Screenspace Ambient Occlusion (SSAO)
  • Screen space deferred decals
  • Parallax-corrected cubemap reflections with pre-filtered roughness mip levels
  • Temporal Supersampling Antialiasing

Screenshot