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A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D
SGSR2 temporal upscaler for Unity URP, optimized 4x for low-end mobile GPUs (40 → 10 ms on Adreno 610). No TAA dependency, faithful reference ports included for comparison.
GTX-class post stack that approximates RTX-style lighting with Vulkan compute, screen-space techniques, and temporal accumulation. There is no hardware ray tracing, no DXR/VK ray tracing pipelines, and no DLSS dependency.
Perceptual Illusion Rendering Layer for Godot 4 — a real-time pipeline that reconstructs high-resolution detail from low-resolution input for low-end GPUs.
Many DOM-anchored 3D views sharing one WebGL context — per-view post-processing, depth-driven SSAO, and TAA with motion vectors for skinned, instanced, morphed and batched meshes
Moteur de géométrie virtualisée et de rendu temps réel pour le Web : découpe GPU-driven, streaming sous budget mémoire fixe, antialiasing temporel et éclairage dynamique. Compilateur natif Rust (ufbx, meshoptimizer), runtime WebGPU / WGSL, SDK TypeScript strict, Wasm.