A modern rendering engine in vulkan
- Opaque and transparent object rendering
- GLTF Loading
- Physically based rendering using a cook-torrence brdf
- normal mapping
- frustum culling
- Cascaded shadow maps + PCF filtering
- Skybox
- HDR
- gamma correction
- Filmic/Uncharted/unreal tonemapping
- MSAA
- HBAO/GTAO/SSAO
- Image based lighting
- Global illumination(SSGI(HBIL/SSIL)/Voxel GI/RSM/Deep G-buffers/light propagation volumes)
- Adjustments based on filament PBR documentation
- Bloom
- Bindless rendering
- Async compute
- Task graph
- GPU driven rendering
- Move Frustum culling to a compute shader
- occlusion culling
- Clustered forward shading
- Early depth testing
- shader hot reloading
- editor
- Compare Doing TBN matrix calculation in vertex vs fragment