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Kepler is a open source deferred, pbr based render engine written in Javascript.
Current features are:
#### Surface Normal
![Surface Normal](/images/kepler/normal.png)
#### Positions
![Positions](/images/kepler/position.png)
#### Diffuse Maps
![Diffuse Maps](/images/kepler/diffuse.png)
---
### Screen Space Ambient Occlusion (SSAO)
![SSAO](/images/kepler/ssao.png)
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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.
![PBR lights without Diffuse](/images/kepler/lightOnly.png)
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## **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.
![Multiple Lights 1](/images/kepler/4.png) ![Multiple Lights 2](/images/kepler/3.png)
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## **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.
![PBR Roughness](/images/kepler/roughness_blue.png)
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# Load models:
```javascript