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Johannes Braun
glare
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a4138fe4
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a4138fe4
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May 26, 2017
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Johannes Braun
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# GLARE - An Open**GL** **a**nd **R**aytracing **E**ngine #

## Uses a custom OpenGL C++ Wrapper that is mostly typesafe ##
All used GLenums are represented by fitting enum classes.
### OpenGL Features ###
*
Tidy library folder.
*
Loading Collada Scenes (
*
.dae)
*
Loading images as Textures
*
Saving image data as images, convertable from textures
*
Easy rendering to framebuffers
*
Intuitive shader construction
*
Cube map skybox
*
Environment mapped simple reflections with roughness
*
Deferred rendering with a G-Buffer
*
Phong shading
*
Normal mapping
*
Parallax mapping
*
Custom control scheme loading
*
Console logging system
*
Component based scenegraph
*
Saving and loading preferences
*
Asset/Resource management
*
OpenGL GLenum and GLbitfield type-safety with enum class wrapping
### Raytracing Features ###
*
Pathtracer with 8 different BSDF's and semi-automatic BSDF choosing system
*
Stackless Bounding volume hierarchy datastructure
*
Different Methods for generating primary rays
*
Generate and trace with a BVH
*
Draw with a GBuffer (generally about 80% faster, but not as smooth)
*
N-Tree (hierarchical voxelization)
*
Uniform Grid (flat voxelization)
*
Line Space mask generation in one command
# GLARE - An Open **GL** **a**nd **R**aytracing **E**ngine #
## Uses a custom OpenGL C++ Wrapper that is mostly typesafe ##
All used GLenums are represented by fitting enum classes.
### OpenGL Features ###
*
Tidy library folder.
*
Loading Collada Scenes (
*
.dae)
*
Loading images as Textures
*
Saving image data as images, convertable from textures
*
Easy rendering to framebuffers
*
Intuitive shader construction
*
Cube map skybox
*
Environment mapped simple reflections with roughness
*
Deferred rendering with a G-Buffer
*
Phong shading
*
Normal mapping
*
Parallax mapping
*
Custom control scheme loading
*
Console logging system
*
Component based scenegraph
*
Saving and loading preferences
*
Asset/Resource management
*
OpenGL GLenum and GLbitfield type-safety with enum class wrapping
### Raytracing Features ###
*
Pathtracer with 8 different BSDF's and semi-automatic BSDF choosing system
*
Stackless Bounding volume hierarchy datastructure
*
Different Methods for generating primary rays
*
Generate and trace with a BVH
*
Draw with a GBuffer (generally about 80% faster, but not as smooth)
*
N-Tree (hierarchical voxelization)
*
Uniform Grid (flat voxelization)
*
Line Space mask generation in one command
*
Line Space traversal? Not yet.
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