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 OpenGL / WebGPU engine for Desktop JVM, Android and Javascript written in Kotlin
An experimental game engine.
Game engine playground.
OpenGL Renderer w/ FrameGraph
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
A renderer featuring advanced techniques such as PBR/IBL, deferred shading, SSAO, and shadow mapping.
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.
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.
Customized wrapper and projects created while learning Vulkan!
Experimental 3D Game Engine