General release
New rendering effects
- physicaly based bloom effect
- ray traced ambient occlusion
Ambient occlusion off
Ambient occlusion on
- Improved volumetric fog scattering
- Automatic exposure and average luminance
System updates
- Generally whole rendering system has been rewrite
- Improved Acceleration structure builds
- Improved queue submission granularity
- Entire Vullkan back end is now using
VK_KHR_SYNCHRONISATION_2 - Fixed tone mapping on the sky box texture
- Made
IBLpre-computations faster by not forcefully wait for GPU work - And many more stability improvements
- De-noising of the visibility buffer
- Usage of push constants for the shader parameters
VGrowableBufferimplementation and simplification of the geometry data management system
Todos
- Reimplement how lights are handled in the engine, so that volumetric scattering and shadow maps account for all light types
- Atmospheric scattering
- Implement Forward+ rendering
- And all the issues in the issue tab
Generated release note
- Denoising by @wpsimon09 in #69
- Push constant refactor by @wpsimon09 in #70
- Luminosity histogram by @wpsimon09 in #71
- Average luminance by @wpsimon09 in #72
- Refactored how render passes and rendering in generall works by @wpsimon09 in #75
- Passed effect library to the different render passes by @wpsimon09 in #76
- Render pass refactor by @wpsimon09 in #77
- Switched to own fork of imgui by @wpsimon09 in #79
- Mesh data manager update by @wpsimon09 in #80
- Remove from VBO functionality by @wpsimon09 in #81
- Vertex data removal by @wpsimon09 in #82
- Synchronization 2 by @wpsimon09 in #84
- replaced buffer memory barriers and as build memory barriers by @wpsimon09 in #85
- Sync2 submit by @wpsimon09 in #86
- Ibl improvements by @wpsimon09 in #87
- Bloom by @wpsimon09 in #88
Full Changelog: v0.0.2...v0.0.3