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Features
Changkun Ou edited this page Apr 20, 2022
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The following features are planed:
- IO
- OBJ file loader
- MTL file loader
- OBJ file exporter
- Gamma correction
- geometry
- buffered mesh
- triangle soup
- triangle mesh
- quad mesh
- quad dominant mesh
- half-edge mesh
- built-in geometries
- plane
- cube
- geometry processing algorithms
- smooth normals
- curvature
- quadric error simplification
- melax simplification
- uv parameterization
- LOD
- Tesselation
- rendering facilities:
- perspective and orthographic camera
- orbit control
- scene graph
- BVH acceleration, morton coding, cache coherence optimization
- primitive pass
- shader programming
- deferred shading pass
- abstract concurrent screen pass
- depth test and z-buffer pass
- wireframe drawing (Bresenham algorithm)
- rasterization pass
- clipping
- backface culling
- viewfrustum culling
- occlusion culling
- perspective correct interpolation
- ray tracing
- tiled rendering
- hybrid rendering
- tiled and clustered forward rendering
- visibility buffer
- command buffer?
- transparency
- raster order group
- anti-aliasing pass
- MSAA
- TAA?
- denoising
- Tangent space normal mapping
- Physically-based rendering (PBR)
- Alpha testing
- Alpha blending
- Skeletal animation
- Rendering statistics (TODO: what should we do about this?)
- GUI window
- texturing
- filters
- linear
- bilinear
- trilinear
- barycentric
- cubic
- custom
- isotropic mipmap
- anisotropic mipmap
- arbitrary texture size
- texture formats (RGBA, BGRA, ...)
- filters
- material
- basic material
- Blinn-Phong material
- Diffuse material
- Lambertian material
- Glossy material
- Micofacet material
- Physically-based materials
- lighting
- point light
- directional light
- area light
- spot light
- local shading
- shadow mapping
- global illumination
- ambient occlusion
- screen-space ambient occlusion (SSAO)
- horizon-based ambient occlusion (HBAO)
- ambient occlusion