(For the record, I came up with this name much much before Unreal did :P)
An Unfinished TOY ENGINE. This project is mostly used as a testing ground to experiment with and learn various graphics techniques.
- Model Loading
- Voxelization (with support for cascades)
- Indirect Multibounce Diffuse Lighting (Voxel Raytracing + Screenspace RTGI/SSGI)
- Indirect Specular/Reflections (Voxel Raytracing + (parallax correct) Cubemap/Screenspace reflections)
- Support for checkerboard rendering (Heavily used for indirect lighting and other raytraced effects)
- Temporal filtering/supersampling
- SVGF For Indirect Diffuse and specialized denoising filter for indirect specular lighting
- Cook torrance BRDF for direct lighting
- Shadowmapping (with PCF filtering)
- TAA + TAA-Upscaling
- FXAA 3.11
- Volumetric Fog (Crepuscular rays + exponential fog)
- Post Processing pipeline (Bokeh DOF, Bloom, Chromatic Aberration, Contrast Adaptive Sharpening, Film Grain)
- Skybox/Environment Map Support
- Shadow mapping iffy at steep-ish sun angles
- Noise on aggressive movement or disocclusions
- Physically based sky rendering (with volumetric clouds)
- Cascaded shadow maps with PCSS filtering
- MIT (See LICENSE)
This project is purely educational. I own none of the assets. All the rights go to their respective owners.
If you'd like to support this project, consider starring it. Thanks!