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Orillusion avatar

Orillusion/orillusion

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5,188 stars·599 forks·TypeScript·MIT·46 viewswww.orillusion.com↗

Orillusion

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 through memory-mapped buffer management to reduce data exchange overhead between the CPU and GPU.

The project covers a broad range of graphics capabilities, including clustered forward rendering, probe-based global illumination, and a post-processing pipeline with effects such as volumetric god rays and depth of field. It further integrates GPU-accelerated physics for particles and fluids, collision detection, and hardware-accelerated user interfaces.

Features

  • Scene Renderers - Implements a high-performance graphics pipeline for rendering complex 3D environments in the browser.
  • WebGPU Renderers - Provides a high-performance 3D rendering pipeline built specifically on the WebGPU standard for browser graphics.
  • Entity Component Systems - Employs a data-oriented entity component system to decouple scene logic and optimize performance.
  • Vertex Position Interpolation - Creates fluid deformations by interpolating vertex positions between base states and pre-defined target shapes.
  • 3D Mesh Rendering - Renders 3D meshes by assigning specific material and geometry components to scene entities.
  • Clustered Forward Rendering - Utilizes clustered forward rendering to optimize the performance of scenes with many active light sources.
  • GPU Compute Frameworks - Provides a GPU compute framework for parallel mathematical operations and physics simulations via WebGPU compute shaders.
  • 3D Lighting Models - Implements a comprehensive system for directional, point, and spot light sources to illuminate 3D scenes.
  • Light Source Functions - Provides API-level functions to dynamically add and control point, spot, and direct lights.
  • Materials & Shading - Provides a system for defining surface-light interactions using lit, unlit, and glass shading models.
  • Vertex and Fragment Shading - Defines the processing of mesh geometry and pixel coloring through integrated vertex and fragment shader stages.
  • Shading and Lighting Logic - Utilizes standardized variables and shared functions to implement complex shading and lighting calculations.
  • Physically Based Rendering - Uses a physically based rendering pipeline to simulate realistic light interactions and surface materials.
  • PBR Pipelines - Implements a physically-based rendering graphics pipeline with HDR lighting to create realistic materials and surfaces.
  • Compute Shader Dispatchers - Executes custom GPU code by dispatching workgroups to process data buffers in parallel.
  • Compute Shader Pipelines - Utilizes WebGPU compute pipelines to run parallel mathematical operations and physics simulations on the GPU.
  • Macro-Based Variant Generation - Uses a macro-based shader generation system to create multiple shader variants by conditionally including code blocks.
  • Texture Management Systems - Implements systems for mapping textures, HDR cubes, and atmospheric settings onto 3D surfaces and backgrounds.
  • Skeletal Animation - Implements 3D mesh deformation using hierarchical bone structures and vertex weights for character movement.
  • Rig Playback Control - Controls the playback and transformation of skeletal rigs to drive character and object animations.
  • GPU-Accelerated Physics Simulations - Uses custom GPU kernels and compute shaders to simulate large-scale physics for particles, fluids, and soft bodies.
  • Surface Material Definitions - Defines surface appearances by linking shaders and textures to specific rendering priorities.
  • Scalable Global Illumination Solutions - Simulates indirect lighting and multi-bounce irradiance using probe-based algorithms and compute shaders.
  • Web-Based 3D Animation Systems - Provides a comprehensive toolkit for skeletal rigging, vertex interpolation, and property transitions in the browser.
  • GPU Computations - Runs complex mathematical operations and GPGPU tasks outside the standard graphics rendering pipeline.
  • ECS Scene Architectures - Organizes 3D scene logic using an entity component system to decouple functionality and manage complex behaviors.
  • Entity Composition Systems - Builds complex 3D objects by composing them from modular, reusable logic and data modules.
  • GPU Buffer Allocators - Manages the allocation and association of uniform and storage buffers for GPU compute operations.
  • Collision Detection - Attaches collider components to entities to identify when 3D objects touch or intersect.
  • Fixture Shape Definitions - Defines geometric boundaries using boxes, spheres, and meshes to detect physical intersections.
  • 3D Geometry Generators - Provides tools for creating primitive 3D shapes and custom meshes to build scene objects.
  • Camera Perspective Configurations - Manages viewports and observers with support for various perspective and projection configurations.
  • Custom Shader Programming - Allows the definition of unique surface appearances by implementing custom vertex and fragment shader logic.
  • GPU Memory Mapping - Optimizes data exchange between CPU and GPU using memory mapping for contiguous data blocks.
  • Screen Space Ambient Occlusion - Calculates light obscuration using screen-space techniques to improve depth perception and shadow realism.
  • Custom Shader Programs - Registers unique shader code and entry functions to implement custom rendering behaviors.
  • Post-Processing Pipelines - Provides a sequential pipeline for applying full-screen filters and enhancements like bloom and depth of field.
  • Post-Processing Effects - Allows application of custom fragment shaders to the frame buffer for advanced post-render visual effects.
  • Volumetric Scattering - Simulates volumetric light beams and scattering effects to create realistic god rays.
  • Bloom Effects - Implements bloom effects by diffusing high-intensity pixels to simulate light bleeding.
  • Depth of Field - Simulates camera lens focus by blurring objects based on their distance from the observer.
  • Shader Script Management - Provides a system to store and organize reusable shader code segments using keys across various materials.
  • Shader Permutation Generators - Generates specialized shader variants at build time using macro definitions to conditionally include code blocks.
  • Light Probes - Simulates indirect lighting and irradiance within volumes using a system of light probes and compute shaders.
  • Skeletal Animation Systems - Includes a toolkit for driving skeletal animations to create fluid 3D character movements.
  • Component Lifecycle Hooks - Provides lifecycle hooks for initializing, updating, and destroying data components within the engine.
  • GPU Buffer Mappings - Reduces CPU-GPU data exchange overhead by using direct memory mapping for contiguous graphics buffers.

Star history

Star history chart for orillusion/orillusionStar history chart for orillusion/orillusion

How this analysis was created: This summary and feature list were written by an AI model that read the project's README and public documentation pages. Each feature links to the documentation it came from; stars, license and language come straight from the GitHub API. The model does not read the source code, and the analysis is refreshed when the project is re-analysed. Learn more on our About page.

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Frequently asked questions

What does orillusion/orillusion do?

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.

What are the main features of orillusion/orillusion?

The main features of orillusion/orillusion are: Scene Renderers, WebGPU Renderers, Entity Component Systems, Vertex Position Interpolation, 3D Mesh Rendering, Clustered Forward Rendering, GPU Compute Frameworks, 3D Lighting Models.

What are some open-source alternatives to orillusion/orillusion?

Open-source alternatives to orillusion/orillusion include: godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… mrdoob/three.js — This project is a high-level 3D graphics engine designed to render complex, hardware-accelerated environments within… o3de/o3de — This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic… gfx-rs/wgpu — This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction… ogrecave/ogre — Ogre is a high-level 3D rendering engine designed for creating games, simulations, and visualizations without… openmoonray/openmoonray — OpenMoonray is a production-grade physically based rendering system and path-tracing engine. It simulates the physical…