Hemlock Renderer is an Opengl based 3D PBR renderer written in C++. Still is in an early stage of development and requires a considerable amount of work in order to bring it to life completely. I'm mostly following widely used techniques and algorithms.
I'm trying to widen up the feature arsenal as much as can . But also trying to fix the known bugs. Here are some of the key features
- Multi-object PBR workflow
- IBL support
- SSAO
- HDRI support along with simple cubemaps.
- Screen based post processing(DOF etc)
- Linear Shadow Mapping for directional lights(Soon to be replaced)
- Omnidirectional shadow mapping for point lights
- Native scene file save-read
- Drop down file import-assign
- Widely supported light types in shadow mapping
- Area Lights
- Screen space global illumination
- Ray marched volume rendering
- Node support for material authuring(Long term goal)
This is how it currently looks(Some of the models don't belong to me):