### Pending - [ ] Space Partitioning - Quad/Oct tree scene partitioning - Initial Support for static objects only - Leaf Node Broad-Phase culling per view-proj - Per Instance fine-grained frustum culling after - [ ] Spherical Environment Mapping - Essentially a non-hardcoded ambient term contribution - https://www.clicktorelease.com/blog/creating-spherical-environment-mapping-shader/ - [ ] PBR Rendering - Energy conserving for Diffuse - Microfacet surface model for Specular - Physically based BRDF (Bidirectional Reflective Distribution Function) - [ ] Shadows for Point Lights - [ ] Height-map-based terrain rendering - Start with high detail CPU-generated mesh - Render with multiple TriangleStrip draw calls - Optimize with a single Indirect Draw Call - Move on to Tesselated GPU-Driven terrain rendering - Biome/Height/Steepness based Terrain Albedo - [ ] Image Based Lighting - Physically correct variant of Spherical Environment Mapping - [ ] Extend Space Partition to dynamic objects - [ ] Static Animations - [ ] Skinning
Pending
Space Partitioning
Spherical Environment Mapping
PBR Rendering
Shadows for Point Lights
Height-map-based terrain rendering
Image Based Lighting
Extend Space Partition to dynamic objects
Static Animations
Skinning