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realtime-renderer
real-time 3D renderer
Unreal Nanite, Filament
System
Techniques · 12
Primitives · 31
realtime-renderer
Clustered deferred shading
graphics · medium: G-buffer deferred shading and clustered or tiled light culling for thousands of lights
Frustum occlusion culling
graphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passes
Gpu driven indirect rendering
graphics · medium: GPU culls and builds draw lists for indirect multi-draw, removing CPU draw-call cost
Image based lighting
graphics · medium: Environment maps prefiltered for specular and irradiance, split-sum BRDF lookup
Mesh simplification quadric
graphics · medium: Edge collapse with quadric error metrics to build mesh LODs
Meshlet cluster lod
graphics · 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 z
graphics · low: Z-buffer precision, reversed-Z float depth, early-Z and hierarchical Z
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Bounding volume hierarchy
physics · 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.
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GPU command buffers
graphics · 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.
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Mipmapping texture filtering
graphics · low: Mip pyramids, trilinear and anisotropic filtering, LOD selection from derivatives
Tone 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.
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Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
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Pipeline state caching
graphics · low: Cache compiled shader pipelines across runs, precompile permutations, avoid hitches
Texture compression bc astc
graphics · low: Block-compressed texture formats (BC1-7, ASTC, ETC2): block layout, encode quality and speed
Triangle rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
GPU compute shaders
ml-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.
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Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
d-ary heap
data-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.
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Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
+ 5 more techniques
+ 15 more primitives
System
Techniques · 12
Primitives · 31
realtime-renderer
Clustered deferred shading
graphics · medium: G-buffer deferred shading and clustered or tiled light culling for thousands of lights
Frustum occlusion culling
graphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passes
Gpu driven indirect rendering
graphics · medium: GPU culls and builds draw lists for indirect multi-draw, removing CPU draw-call cost
Image based lighting
graphics · medium: Environment maps prefiltered for specular and irradiance, split-sum BRDF lookup
Mesh simplification quadric
graphics · medium: Edge collapse with quadric error metrics to build mesh LODs
Meshlet cluster lod
graphics · 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.
›
Render graph (frame graph)
graphics · medium: Passes declare what they read and write; a per-frame compile drops unused passes, orders the rest, shares memory between short-lived resources and derives the barriers.
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Shadow mapping
graphics · medium: Depth-from-light shadow maps, cascades, PCF and bias tuning
Temporal antialiasing
graphics · medium: TAA: jittered frames, motion-vector reprojection, history clamping; temporal upscaling
Graph partitioning
graphs · medium: Split a graph into k balanced parts with few edges between them; multilevel coarsen-partition-refine (METIS, KaHIP) for quality, streaming heuristics (LDG, Fennel) for one-pass scale.
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Spherical harmonic transform
numerics · medium: Fast spherical harmonic transforms via FFT in longitude and Legendre in latitude
Depth buffering reverse z
graphics · low: Z-buffer precision, reversed-Z float depth, early-Z and hierarchical Z
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Bounding volume hierarchy
physics · 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 buffers
graphics · 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 filtering
graphics · low: Mip pyramids, trilinear and anisotropic filtering, LOD selection from derivatives
Tone 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 rotations
geometry · 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 caching
graphics · low: Cache compiled shader pipelines across runs, precompile permutations, avoid hitches
Texture compression bc astc
graphics · low: Block-compressed texture formats (BC1-7, ASTC, ETC2): block layout, encode quality and speed
Triangle rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
GPU compute shaders
ml-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 pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
d-ary heap
data-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 mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
LU and Cholesky factorization
numerics · low: Factor A = PLU (any square matrix, partial pivoting) or A = LLᵀ (SPD) once in O(n³), then solve each right-hand side in O(n²).
›
Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
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Interval tree
data-structures · low: Index of ranges that answers "which intervals overlap this point or range?" in O(log n + k); static sorted-array form is the compact, cache-friendly choice.
›
Gpu synchronization fences
graphics · low: Fences, timeline semaphores and sync files between GPU queues, CPU and processes
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
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Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
Image resampling filters
graphics · low: Resize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
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Low discrepancy sequences
numerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte Carlo
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
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Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
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Fast Fourier transform
numerics · low: Computes the DFT in O(n log n) by recursively splitting into even and odd halves; the basis of fast convolution and spectral methods.
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Gaussian quadrature
numerics · low: Approximate an integral by a weighted sum of n function values at roots of orthogonal polynomials; exact for polynomials up to degree 2n-1.
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Spherical grids
numerics · low: Lat-lon, cubed-sphere and icosahedral grids for global models; pole and area issues
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
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