# Project Aster A Vulkan based renderer created with Vulkan 1.3 in C++. ## Features (Current and Planned) - [ ] glTF 2.0 Support - [X] Load Vertex Data - [X] Load Material Data - [ ] Load Animation Data - [ ] Support Specular Materials - [X] Bindless Descriptors - [X] Simplified Descriptor Creation Pipeline - [X] Lighting Equations - [X] Blinn-Phong - [X] PBR / IBL - [ ] Debugging - [ ] Tracy Integration - [X] Dear ImGui Integration - [ ] Transparency - [ ] Sorted - [ ] Order Independent (Depth Peeling) - [ ] Shadows - [ ] Shadow Mapping - [ ] Omnidirectional Cubemap Shadows - [ ] SpotLight Shadows - [ ] Directional Shadows - [ ] Cascaded Shadows - [ ] PCF - [ ] Omnidirectional Dual Paraboloid Shadows - [ ] Shadow Masks - [ ] Perspective Shadow Mapping - [ ] RTX Shadows - [ ] Rendering Techniques - [X] Forward Rendering - [ ] Deferred Rendering - [ ] Clustered-Forward Rendering - [ ] V-Buffer Rendering - [ ] Light Prepass - [ ] Ambient Occlusion - [ ] SSAO - [ ] HBAO - [ ] VXAO - [ ] SDFAO - [ ] RTX AO - [ ] Reflection - [ ] ScreenSpace Reflection (SSR) - [ ] Cubemap/Probe Reflection - [ ] Ray-Traced Reflection - [ ] Global Illumination - [ ] Light Mapping - [ ] Light Probes - [ ] Precomputed Radiance Transfer - [ ] Voxel Cone Tracing - [ ] SDFGI - [ ] RTXGI - [ ] Animation - [ ] Skeletal Animation - [ ] TBD - [ ] Particle Effects - [ ] Full Path Tracing - [ ] Culling - [ ] Frustrum Culling - [ ] Depth based Occlusion Culling - [ ] TBD - [ ] Performance Techniques - [ ] Instancing - [ ] Batching - [ ] Depth Prepass - [ ] Level of Detail - [ ] Shadow Atlases - [X] Buffer sub-division - [ ] Resource streaming - [ ] Light Effects - [ ] Volumetric Lighting - [ ] Depth based Fog