- Vulkan 1.4 GPU-driven renderer
- Mesh shader pipeline with visibility-buffer deferred rendering
- GPU address table enabling a fully bindless indirect buffer architecture
- GPU-driven instance culling and draw-command generation
- Descriptor indexing for bindless resource access
- Push descriptors for transient/runtime render targets
- Retained-mode render graph
- Async compute with multithreaded secondary command-buffer recording
- Multithreaded job system powered by EnkiTS
- Physically based rendering using Cook–Torrance GGX with Disney diffuse
- Split-sum image-based lighting with prefiltered specular environment maps and BRDF LUT
- Spherical harmonic irradiance for diffuse environment lighting
- Clustered lighting for point, spot, and area lights
- Screen-space global illumination using visibility-bitmask AO with indirect lighting (XeGTAO-based)
- Ray-traced reflections with NRD REBLUR denoising
- Ray-traced soft sun shadows with NRD SIGMA denoising
- Cascaded shadow maps with PCF and PCSS filtering
- Screen-space contact shadows based on Bend Studio's technique
- Shadow-mapped flashlight
- Ray-marched directional volumetric lighting
- Meshoptimizer-based mesh processing
- GPU Hi-Z depth pyramid generation
- GPU-driven visibility and occlusion culling
- Forward+ transparent rendering
- Order-independent transparency (OIT)
- Debug rendering for OBBs, wireframes, and other scene geometry
- Temporal anti-aliasing (TAA)
- ACES Film tonemapping
- Bloom
- Lens flare
- Chromatic aberration
- Spartan Engine-inspired bloom and chromatic aberration implementations
- glTF 2.0 cached asset pipeline
- Block-compressed texture support
- ImGui debugging and renderer controls
- Tracy CPU/GPU profiling integration
Legacy rendering paths
Older anti-aliasing implementations are retained for reference, testing, and comparison. They are not part of the current rendering pipeline.
- SMAA
- CMAA2 (Intel)
- FXAA
- Runtime asset loading and management
- Dynamic mesh, material, and light interactions
- Auto exposure
- Gran Turismo 7-style tonemapping
- Physically based light units
- Atmospheric scattering sky and sun model
- Planar reflections
- Parallax-corrected cubemaps
- Water rendering
- Froxel Volumetrics
- Further TAA quality improvements
- Lens flare quality improvements
- Ray-traced global illumination (RTGI)
- Restir lighting
- Ray-traced transmission
W A S D- Move forward, left, backward, and rightSpace- Move upCtrl- Move downRight Click + Mouse- Look aroundR- Reset camera to spawn/originTab- Toggle ImGui editorP- Toggle ImGui profiling/statistics windowF- Toggle flashlightEsc- Exit application
- Windows 10/11
- NVIDIA RTX 20-series+ or AMD RDNA 2+
- Vulkan SDK 1.4+
- Visual Studio 2026
Open the project file in Visual Studio 2026 and build the solution.
Bistro and San Miguel assets:
Intel Sponza can be downloaded from Intel's Graphics Research samples and loaded directly as glTF:
https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html



