Readme update
This commit is contained in:
47
README.md
47
README.md
@@ -1,10 +1,53 @@
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
Kepler is a open source deferred, pbr based render engine written in Javascript.
|
Kepler is a open source deferred, pbr based render engine written in Javascript.
|
||||||
Current features are:
|
Current features are:
|
||||||
|
|
||||||
|
|
||||||
|
#### Surface Normal
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
#### Positions
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
#### Diffuse Maps
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Screen Space Ambient Occlusion (SSAO)
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
In the final render pass, all G-buffer data is combined and PBR lighting calculations are performed in parallel on the GPU, producing a photorealistic real-time image.
|
||||||
|
|
||||||
|
Real-time PBR enables interactive applications such as games and simulations to deliver high-fidelity visuals by leveraging modern GPU computational power.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## **Rendering Multiple Lights**
|
||||||
|
|
||||||
|
Deferred lighting efficiently renders many lights by processing geometry once into G-buffers, then computing lighting per light in screen space. This avoids redundant geometry rendering and limits lighting calculations to affected screen regions, significantly improving performance.
|
||||||
|
|
||||||
|
 
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
|
||||||
|
## **PBR Roughness Parameter**
|
||||||
|
|
||||||
|
**Roughness** controls the microsurface texture of a material, affecting reflection sharpness. It governs the spread and intensity of specular highlights, crucial for realistic PBR materials.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
|
||||||
# Load models:
|
# Load models:
|
||||||
```javascript
|
```javascript
|
||||||
|
|||||||
Reference in New Issue
Block a user