- Hardware ray tracing via VK_KHR_ray_tracing_pipeline / VK_KHR_acceleration_structure
- Monte Carlo path tracing with progressive sample accumulation
- Physically-based Cook-Torrance BRDF (GGX NDF, Fresnel-Schlick, VNDF importance sampling)
- Next Event Estimation (NEE) with explicit emissive triangle sampling
- Multiple Importance Sampling (MIS) between BRDF and NEE paths
- HDR environment map lighting (equirectangular)
- tonemapping + gamma correction + firefly clamping
- glTF 2.0 / GLB loading (fastgltf) and Wavefront OBJ (tinyobjloader)
- PBR material textures: albedo, metallic-roughness, normal, emissive
- shader hot reloading
- ImGui UI: camera editor, light controls, frame time graph (very basic so far)
- Scene config persistence (scene.ini) with Ctrl+S save
- Headless mode (engine_headless) for offline batch rendering to PNG
landris006/engine
Folders and files
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