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toyrendererv2's Introduction

Toy Renderer (V2)

Build and Run

cmake -Bbuild -GNinja -DCMAKE_TOOLCHAIN_FILE=$(VCPKG)/scripts/buildsystems/vcpkg.cmake
./build/ToyRenderer/ToyRenderer

Plan

Rendering

  • GPU-Driven
  • Mesh shaders
  • Occlusion CPU & GPU
  • MIPMAPS
  • LODs
  • Frustrum culling
    • AABB bounding box
      • works but still buggy at the extremities of Sponza for big objects, the 8 rather than only 2 extremities should be tested, or something else idk
    • Maybe some more clever techniques like OOB / Convex Hull
    • Use hiearchical test?
  • Debug Pass
    • draw triangle wireframe
    • draw square
    • draw boxes
  • Allow to display wireframe / Bounding Box conditionnally
  • Deferred Pipeline
    • PBR (buggy)
    • IBL
  • Forward (not used)
    • for transparent objects only
  • "Bindless" textures / indexed textures (Partial, for deferred only)
  • Local Illumination
    • SSAO
  • Global Illumination
    • A basic version of SSAO
    • A more complex thing like voxel based or something like that?
  • Shadows
    • Basic Directionnal lights
    • Percentage closer filtering
      • A better filtering pattern
    • Point lights
    • Shadow Cascade
    • Adapt projection to camera
  • Antialising
    • FXAA
    • TAA
    • MSAA for forward
  • More
    • Fog!
    • (basic) clothes simulation!
    • Fire

Tools

References

Rendering

Vulkan

Math & Algorithms

Other

  • Internet is a great ressource!

toyrendererv2's People

Watchers

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