Full Lighting Integrator
Russian Roulette ray termination
Multiple Importance Sampling
Diffuse, reflective, and transmissive materials
Microfacet BRDF
Area, point, and spot lights
Arbitrary obj mesh loading
Full Lighting Integrator
Diffuse, specular, and transmissive materials
Environment lighting
Albedo and normal mapping
Pre computed diffusion and specular maps
Diffuse irradiance with image-based lighting
Specular image-based lighting
Cook Torrance microfacet material
Realtime variable roughness and metallic properties
Normal mapping & displacement mapping
# based on paper "Real Shading in Unreal Engine 4"
Visual improvements:
Physically based depth of field
Stochastic sampled antialiasing
Procedural shapes and textures
Performance Improvements:
First bounce cached intersections
Path termination using stream compaction
Edge avoiding filter based denoiser
Distance-based dynamic tessellation of grass
Natural forces sim using compute shaders
Performance improvements with culling
Distance based culling
Orientation based culling
View frustum culling
Boid simulation with cohesion, separation and alignment behavior
Scattered Uniform Grid Optimization
Coherent Uniform Grid Optimization