Vertex processing, tessellation, and mesh optimization. Handles millions of triangles per frame with GPU-driven culling and LOD selection.
Tile-based deferred rasterization with early-Z rejection. Custom visibility buffer for maximum overdraw elimination.
Physically-based rendering with hybrid raytracing. Real-time global illumination via voxel cone tracing and screen-space reflections.
Temporal anti-aliasing, bloom, depth of field, color grading, and film grain. Fully configurable per-camera post stack with hot-reload support.