There are 2 repositories under deferred-shading topic.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
An experimental game engine.
OpenGL Renderer w/ FrameGraph
Game engine playground.
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.
A collection of exemplary graphics samples based on Magma and Vulkan API
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
The example project for blog
Link's Real-Time Rendering Lab.
CUDA-based Independent and Customizable Render
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
Deferred rendering engine written in C, using OpenGL, GLFW, GLEW & FreeType.
This is an application which implements a deferred shading renderer. It's a part of my graduation project.
Experimental 3D Game Engine