3D experimental rendering engine
- RenderGraph based renderer
- Reference GPU path tracer
- Real-time deferred renderer
- Deferred decals
- Ray-traced shadows with variable-sized penumbra
- Static GI: lightmaps, irradiance volumes
- Dynamic GI: Ray Traced first-bounce with irradiance caching and SVGF-ish denoising
- RT Reflections (can optionally use irradiance cache)
- AgX and ACES (simplified) image formation
- TAA with neighbourhood clamping
- Bokeh DoF (FFX)
- Vignette and Film grain
Implementation described here https://columbusutrigas.com/posts/rtgi/
- Vulkan 1.3, Vulkan Ray Tracing