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Releases: SepJs/PIRL

PIRL v0.2.0 — Perceptual Rendering Core

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@SepJs SepJs released this 08 Aug 12:08

Overview

PIRL v0.2.0 introduces the foundation of the Perceptual Rendering Core, evolving the project from an experimental shader concept into a structured real-time rendering pipeline.

This release focuses on establishing the core architecture required for low-cost, high-perception rendering through depth-aware processing, temporal techniques, and adaptive reconstruction.


✨ Highlights

🧠 Perceptual Rendering Core

  • Introduced the main multi-pass rendering pipeline
  • Added depth-aware image processing
  • Improved edge preservation and visual reconstruction
  • Established the foundation for future rendering improvements

⚡ Performance-Oriented Design

  • Optimized for low-end GPU environments
  • Reduced unnecessary rendering overhead
  • Designed around efficient screen-space techniques

🔧 Pipeline Improvements

  • Modular rendering stages
  • Cleaner separation between processing passes
  • Improved scalability for future features

🎮 Godot Integration

  • Improved compatibility with Godot 4.x rendering workflow
  • More reusable project structure
  • Better foundation for future plugin-based integration

🛠️ Technical Foundation

PIRL v0.2.0 introduces the core systems behind the pipeline:

  • Depth-aware processing
  • Edge detection
  • Perceptual lighting enhancement
  • Temporal accumulation framework
  • Adaptive rendering architecture

🚀 What's Next

Future releases will focus on:

  • Advanced temporal reconstruction
  • Improved motion handling
  • Higher quality upscaling
  • More advanced lighting approximation
  • Further optimization for integrated GPUs

PIRL v0.2.0 — Building the foundation for lightweight perceptual rendering.

PIRL v0.1.0-alpha — Initial Rendering Pipeline

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@SepJs SepJs released this 24 Jul 13:13
12ba2b0

🧪 PIRL v0.1.0-alpha

Initial Public Preview


Release Summary

First experimental release of PIRL (Physically-Informed Rendering Layer).
This version establishes the core rendering pipeline and validates the architecture.


Included

  • ✅ SubViewport-based rendering pipeline

  • ✅ Edge detection (depth + luminance hybrid)

  • ✅ Basic SSAO implementation

  • ✅ Depth access via:

    • hint_depth_texture
    • optional spatial extraction
  • ✅ Luminance-only fallback mode

  • ✅ Modular PassA structure


Technical Notes

  • Designed for Godot 4.x
  • Optimized for real-time performance
  • Focus on low-overhead screen-space effects
  • No external dependencies

Known Limitations

  • ⚠️ AO sampling is minimal (quality not final)
  • ⚠️ Edge stability may vary on thin geometry
  • ⚠️ No temporal filtering yet
  • ⚠️ No PassB refinement stage

Usage

  1. Import the project or shader files

  2. Attach SubViewport_PassA to your scene pipeline

  3. Configure:

    • Depth mode (recommended: hint_depth_texture)
    • AO radius / intensity
    • Edge sensitivity

Roadmap

  • Temporal stabilization (TAA-inspired)
  • Multi-pass refinement (PassB)
  • Better AO sampling patterns
  • Performance profiling tools
  • Debug visualization modes

Tag this release as:

v0.1.0-alpha

GitHub Release Settings

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  • ✔️ Attach screenshots / gifs (if you have)

Short Release Title

PIRL v0.1.0-alpha — Initial Rendering Pipeline