A cross-platform rendering engine built with Vulkan.
Ray Tracing Pipeline MIS Path Tracer
[Preview] GPU-driven hybrid hair rendering (mesh shader, compute rasterizer)
Bistro Scene with RT Shadows
[Experiment] Single-bounce diffuse GI with Ray Queries
- Supports Windows and macOS
- GPU-driven rendering
- Vulkan raytracing support
- User interface with ImGui
- GLTF loading
- Gamepad Support
- Basic Scene system
- Slot pools with generational handles for data management
- Geometry
- Single Vertex and Index buffer
- Bottom-Level AS management with a single backing buffer
- Per-geometry batched instanced rendering
- Texture System
- Materials System
- Top-Level AS Management
- Compute-based data updates using the existing instance data
- Used for PT, GI, shadows, ambient occlusion and object selection
- Experimental voxel terrain generator for test scenes
- Rendering techniques
- Ray tracing pipeline-based MIS path tracer with support for any BSDF.
- Current BSDFs: Diffuse, Mirror, Dielectric
- Mesh Emitters
- Deferred shading
- Screen-space and raytraced ambient occlusion
- Raytraced shadows
- PBR Lighting
- Anti-aliasing (FXAA)
- Procedural Sky
- Multiple lights, Runtime editing via UI
- Frustum Culling
- Debug Shader for AABB visualization
- Tone Mapping (currently AgX)
- Single-bounce GI Experiment → Indirect Diffuse Lighting
- Ray tracing pipeline-based MIS path tracer with support for any BSDF.



