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  • HDR
  • Performs physical-based
  • Deferred
  • Lab 3 of Real-Time
  • Point light and spot light based on

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Render Engine Demonstration of an HLSL shader that applies Today we'll be talking about Physically Based 62k tris, all textures are 2048x2048.

A scene developed with OpenGL in C++. Includes examples of: Cubemap Skybox, Reflectance, Refraction, the Fresnel Effect, ...

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