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realtime-renderer

real-time 3D renderer

Unreal Nanite, Filament

SystemTechniques · 12Primitives · 31 realtime-renderer Clustered deferred shadinggraphics · medium: G-buffer deferred shading and clustered or tiled light culling for thousands of lightsFrustum occlusion cullinggraphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passesGpu driven indirect renderinggraphics · medium: GPU culls and builds draw lists for indirect multi-draw, removing CPU draw-call costImage based lightinggraphics · medium: Environment maps prefiltered for specular and irradiance, split-sum BRDF lookupMesh simplification quadricgraphics · medium: Edge collapse with quadric error metrics to build mesh LODsMeshlet cluster lodgraphics · medium: Split meshes into small clusters with a LOD DAG for fine-grained culling and streaming (Nanite-style)Physically based shading (microface…graphics · medium: Cook-Torrance microfacet BRDF with GGX distribution, height-correlated Smith masking and Schlick Fresnel, driven by base colour, metallic and roughness; the standard surface model of real-time and film renderers.›Depth buffering reverse zgraphics · low: Z-buffer precision, reversed-Z float depth, early-Z and hierarchical ZHomogeneous transformsgeometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matricesBounding volume hierarchyphysics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.›GPU command buffersgraphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.›Mipmapping texture filteringgraphics · low: Mip pyramids, trilinear and anisotropic filtering, LOD selection from derivativesTone mapping (HDR to display range)graphics · low: Compress scene-referred linear light to a display's range in three steps: expose, apply a curve to luminance, then encode (sRGB, PQ or HLG) and dither.›Quaternion rotationsgeometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.›Pipeline state cachinggraphics · low: Cache compiled shader pipelines across runs, precompile permutations, avoid hitchesTexture compression bc astcgraphics · low: Block-compressed texture formats (BC1-7, ASTC, ETC2): block layout, encode quality and speedTriangle rasterizationgraphics · low: Triangle setup, edge functions, depth buffering for viewport renderingGPU compute shadersml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.›Image pyramidsgraphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blendingParallel prefix sumsearch-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compactionImportance samplingnumerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo varianced-ary heapdata-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.›Half edge meshgraphics · low: Half-edge mesh connectivity for editable polygon meshes+ 5 more techniques+ 15 more primitives

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