The goal of this project is to research and implement modern techniques for rendering large scenes. The code is intended to serve as a reference for others wanting to build their own renderers and template for my own explorations.
- GPU driven rendering
- Compute based frustum culling
- Instancing for reduced memory usage
- Deferred renderer architecture
- LTC based arealights
- TAA
- Handwritten BVH with SAH and TLAS over it for instanced rendering
[ ] Raytraced shadows for arealights
Run cargo build --release
from the main repository directory. Don't forget the --release since debug builds in Rust will run slowly.