Designed to be a high performance gpu-driven rendering framework with real-world applications in mind (e.g. games).
It's also my passion project for learning and experimenting with new graphics programming concepts.
- Fully "bindless" and GPU driven - Minimal CPU overhead
- Dynamic scenes and resources with many updates per frame
- Good performance for open worlds and indoor scenes
- Support for most desktop devices
- Friendly interface that also doesn't take away most of the control
- Indirect draw with compute shader draw call generation (vkCmdDrawInstancedIndirectCount)
- Two-pass occlusion culling
- Compute shader frustum culling
- Compute shader LOD system
- Handle based Resource Managers
- Compatible with all Vulkan 1.2 devices
First GPU Occlusion Culling Implementation About 70fps when all monkeys are visible, about 170fps when looking from close up.
Some cool visuals will be gradually added here...