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Nebula

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

Features

  • 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

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A cross-platform rendering engine built on modern rendering APIs.

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