project-aster/README.md

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# 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