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Updated README and moved feature list to the homepage
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Benjamin Glatzel committed Jun 9, 2017
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Expand Up @@ -6,38 +6,7 @@ Intrinsic is a Vulkan based cross-platform game and rendering engine. The projec

You can find some simple build and setup instructions in `GETTING_STARTED.md`.

# Features
* Fully multithreaded renderer and engine core
* Data oriented engine design and data driven rendering process
* Inspired by the great blog posts of the Bitsquid/Stingray team, see http://bitsquid.blogspot.de/
* Hot reloading of textures, meshes, shaders and various configuration files
* Capable WYSIWYG editor IntrinsicEd
* Asset importer supporting various texture formats and FBX files for meshes
* Easily configurable benchmarking system
* Scripting via LUA (_work in progress_ - scripting interface far from complete)
* PhysX integration supporting simple rigid bodies and character controllers
* Easy CPU and GPU profiling using Microprofile

# Rendering Features
* Physically based rendering pipeline
* Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
* and https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
* Procedural sky radiance model
* Based on http://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie_SkylightModel_SIGGRAPH2012_Preprint_lowres.pdf
* (Clustered) Deferred opaque and transparent lighting (_only point lights supported at the moment_)
* (Clustered bindless) Deferred decals
* (Clustered) Local irradiance volumes supporting dynamic day and night changes
* Global irradiance (skylight) using the approximated irradiance from the skylight model
* Volumetric fog considering all lighting parameters (sunlight, irradiance, lights, ...)
* Based on https://bartwronski.files.wordpress.com/2014/08/bwronski_volumetric_fog_siggraph2014.pdf
* Volume based post effect system supporting various effects (fake DoF, vignette, chromatic aberration, bleach bypass, film grain, ...)
* Automated roughness adjustment to fight specular aliasing
* Based on http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf
* Antialiasing: SMAA
* See http://www.iryoku.com/smaa/
* HDR rendering with compute based bloom, luminance based eye adaption and filmic tonemapping
* Simple procedural lensflares and lensghosts
* Various material shaders for water, animated foliage and grass, opaque materials, terrain, ...
Further details are available on the project homepage (see http://www.intrinsic-engine.com). The Intrinsic repository is hosted on GitHub (see http://www.github.com/begla/Intrinsic).

# Screenshots

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