Commit a4138fe4 authored by Johannes Braun's avatar Johannes Braun
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Update README.md

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# GLARE - An Open**GL** **a**nd **R**aytracing **E**ngine #
![Glare_exp.png](https://bitbucket.org/repo/75kRBX/images/866943033-Glare_exp.png)
## 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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