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WaterLily

Vulkan graphics engine.

  • Draw indirect / multi draw indirect.
  • Meshlet pipeline (with task shader) with fallback to regular vertex pipeline. Meshoptimizer is used to generate meshlets.
  • GPU culling (for now only frustum + screen size), GPU LOD selection.

Plans / in progress:

  • 2-pass occlusion culling with visibility buffer both for meshes and individual meshlets (Alan Wake inspired) (done for per mesh level).
  • Fully bindless with both deferred / forward implementations (PBR lighting).
  • Runtime GI

Meshlets

Meshlets

GPU LOD selection

GPU LOD selection

2-pass occlusion culling (per mesh level)

2-pass occlusion culling (per mesh level) Depth pyramid

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Graphics engine.

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