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Black Key

A realtime rendering engine leveraging modern vulkan and C++ features built as a research project.

All the following scenes are rendered in engine:

Sponza Normal Bistro

Currently supported features

Graphics

  • Physically based rendering using a cook-torrence brdf
  • Image based lighting
  • Cascaded shadow maps + PCF filtering
  • GLTF loading suppport via Fastgltf
  • Early depth testing via Z-prepass
  • HDR + options for Filmic/Uncharted/unreal tonemappers
  • CPU side Frustum culling
  • Multisampling anti-aliasing
  • normal mapping
  • Ktx Texture support for skybox
  • Transparency

API Features

  • Buffer device addressing for programmable vertex pulling
  • Dynamic Rendering

Roadmap

  • Clustered forward shading
  • GPU driven rendering
  • Move Frustum culling to a compute shader
  • occlusion culling
  • Bindless Resources
  • Bloom
  • HBAO/GTAO/SSAO
  • Async compute
  • Global illumination(SSGI(HBIL/SSIL)/Voxel GI/RSM/Deep G-buffers/light propagation volumes)
  • Render graph
  • shader hot reloading
  • editor

Things to look into

  • visibility buffer rendering
  • virtual shadow maps
  • Radiance cascades

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Modern rendering engine in vulkan

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