This project is a physically based rendering system and ray tracing engine designed to generate photorealistic images. It operates as a spectral rendering system that records radiance across discretized wavelength buckets and functions as a volumetric path tracer to compute light scattering and absorption within participating media. The engine utilizes GPU acceleration to execute its rendering pipeline on parallel graphics hardware. It integrates real-world optical data, such as measured spectral power distributions and lens description files, to simulate the behavior of physical camera syste
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
Orillusion is a WebGPU 3D rendering engine designed for high-fidelity scenes and visual effects in the browser. It functions as a GPU compute framework for parallel mathematical operations and a physically-based rendering graphics pipeline for realistic materials and surfaces. The system also includes a web-based 3D animation toolkit for driving skeletal animations and interpolating vertex positions. The engine is distinguished by its use of an entity component system for scene logic and a macro-based shader generation system that creates multiple shader variants. It optimizes performance thr
Tixl is a node-based motion graphics engine and procedural generation tool used to create 3D geometry and shaders. It utilizes a directed acyclic graph of operators and GPU-accelerated compute kernels to generate complex 3D shapes, particularly through the use of signed distance functions and particle simulations. The engine is highly extensible via a C# development framework that supports hot code reloading, allowing custom operator logic to be injected into the active runtime without restarting. It further distinguishes itself as a lighting controller, capable of translating 3D spatial attr