Portfolio
Sculptor
Sculptor is a custom Vulkan renderer built from scratch for real-time graphics experimentation and prototyping It focuses on modern lighting, ray tracing, volumetrics, GPU-driven rendering, denoisers, and post-processing.
Core pillars
Feature spotlights
Real-time global illumination
Both diffuse and specular GI are handled in real time, with a workflow centered around ReSTIR GI and variable rate tracing. DDGI acts as a lighting cache and also feeds volumetric effects.
- Fully dynamic with no baking requirement.
- Integrated with clouds and atmosphere.
- Supports both diffuse and specular transport.
Denoisers and ray tracing stability
Engine includes custom denoisers for indirect diffuse and specular lighting, plus dedicated denoising paths for ray traced shadows and ambient occlusion.
- Diffuse and specular denoise based on Nvidia RELAX.
- Shadow and AO denoise inspired by AMD FidelityFX Denoiser.
Volumetric fog and atmosphere
The engine renders large-scale volumetric fog and atmosphere with lighting-aware behavior, designed to hold up both near the camera and at far distances.
- Frustum-aligned voxel structure for volumetric fog.
- Coverage from local detail up to long-distance views.
- Grounded in techniques inspired by Red Dead Redemption 2 and Far Cry 6 talks.
Custom graphics capture tool
Beyond rendering features, Sculptor includes in-engine debugging tools for inspecting passes and validating frame data while iterating on techniques.
- Captures outputs from rendering passes automatically.
- Supports live inspection of textures from any pass.
- Includes special visualizations for NaNs, integers, and histograms.
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