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Features
tobspr edited this page Jan 17, 2016
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This page lists the already implemented Features, the features to be implemented, and the TODO list:
This is the stuff the pipeline already supports:
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Full deferred rendering
- Clustered deferred lighting
- Physically based shading
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Directional shadows with PSSM
- PCF filtering
- PCSS shadow filtering
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Atmospheric scattering supporting different scattering models
- Eric Bruneton
- Hosek & Wilkie
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Screen space ambient occlusion:
- SSAO
- SSVO
- HBAO
- AlchemyAO
- UE4AO (Modified AlchemyAO as proposed in UE)
- Bloom
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Color correction:
- Tonemapping with many operators:
- Reinhard (Luminance and Color based)
- Uncharted 2
- Exponential
- Dynamic Exposure
- Film grain
- Vignetting
- Chromatic Aberration
- Color LUT
- Tonemapping with many operators:
- SMAA
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Subsurface shading
- Backface translucency
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SSLR
- Screen space local reflections (bit buggy right now)
This are the features I really want to get into the Pipeline at some point, ordered by their importance:
- Voxel Cone Tracing (for GI + specular reflections) (in progress)
- Forward shaded objects
- Particles
- Transparent objects
- Motion Blur
- Eventually DoF (I do not like this effect, so its on the end of my todo list, but I will implement it for completeness)
This is my personal todo-list off stuff that I want to get done (not ordered):
- Support for lights attached to node paths
- Improve SSLR (Maybe not required with VCT)
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Interleaved sampling for AO(Partially working, not fully tested) - Only update shadow sources in frustum
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Reduce bloom at screen corners(Looks worse than if not) - Improve clouds
- Examine better rendering technology than voxels
- VSM for terrain shadows
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Examine if SMAA really needs 16 bit textures(It doesn't) - Improve PCSS (make it more smooth)
- Support for old-style .egg files
- Only update scattering cubemap if the time of day changed
- Make the image class behave like Texture
Rendering Pipeline by tobspr (c) 2014 - 2016
For developers: