Panda3D Render Pipeline Sponza Demo

Panda3D Render Pipeline Sponza Demo

Deferred Pipeline with Physically Based Shading. Render demo from http://www.panda3d.org/forums/viewtop... Specs: AMD Phenom 9550 (4x2.2GHz), Radeon HD 7750, Arch Linux, Catalyst Drivers. CC-BY 3.0 Music by Rugi Estalagmita MidiMan: https://www.jamendo.com/en/track/6410... Features: Deferred rendering Separate transparency and forward pass, too Occlusion SSDO, SAO and HBAO for high frequency AO Also voxel traced AO and GI for medium/low frequency AO Global Illumination Cone traced Global Illumination Also cone traced Specular Reflections Better results than screen space reflections Blurred reflections are cheap Dynamic Scene Voxelization Used for multiple effects like GI, or specular reflections Allows correct specular refletions, even if ray is outside of view PSSM For directional lights, logarithmic splitting Might support depth dependent splitting at some time Soft Shadow Penumbras With variance shadow maps (VSM) SSSSS Screen space subsurface scattering Based on pregenerated light transport map Multi-Hemisphere-Skybox Atmospheric Scattering Based on the work of Eric Bruneton, but improved and adapted for non-spheres Shadows Shadow updates delayed over multiple frames Shadow atlas, also dynamic resolution adaption Lighting: Point Lights Shadows via cubemap Directional Lights PSSM Shadows, see above Ambient Lights Darken or Bright Artist controlled Global Illumination Projector Lights Like a perspective lens Projection texture Can be used for flashlights for example Area Lights Caster is a rectangle Also supports projection texture Shadows are computed by cone tracing (see GI) Physically based shading / lighting Tone mapping (HDR) Also artist controlled color correction Blur Focal Blur Movement Blur (edges) Mipmap based + in place 4x4 kernel Varying radius (DOF) Maybe Bokeh Tesselation Shader displacement Approximated Chromatic Aberration