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