Created Clustered Shading using Compute Shader, which helps optimize a scene with a large number of lights
Utilized Vulkan synchronization allows GPU to render and present separately to reduce wait time on the host
Created a GPU particle system that computes millions of particles synchronously with the graphics pass
Implemented Parallax Occlusion using pyramidal displacement to improve depth illusion on the flat surface
Added real-time raytracing mode using the Monte Carlo method to accumulate light data along the path
Improved the raytracing result by Denoising with De Boor’s algorithm to mitigate artifacts from randomness
Added Deferred Shading Pipeline to support a tremendous amount local lights with maximum efficiency