A Direct3D 12 real-time rendering sandbox for exploring evolving render tech.
- Physically-based shading
- Render graph handling all resources, barriers, and scheduling
- Indirect GPU-driven rendering, hi-z occlusion and frustum mesh culling performed in compute shaders
- Fully bindless resources (shader model 6.6+)
- Precomputed atmospheric scattering model
- Clustered forward light rendering
- Image-based lighting
- Bloom
- Simple editor