OpenGL (4.0) renderer written from scratch in C++. Uses tiled-deferred rendering pipeline and supports various different methods of transparency:

  • forward transparency;
  • depth peeling;
  • dual depth peeling;
  • order-independent transparency;
  • A-buffer (per-pixel linked list) transparency.

Video preview on Youtube.

Initially started off as first-contact with a “real” graphics API, but eventually was turned into basis for my BSc thesis “Transparent geometry rendering in deferred pipelines for real-time applications”.

Source code here.

BSc thesis here.