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Refer to Blender 3.x
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@ -53,7 +53,7 @@ I started this project in 2012 and focused on making this code being future proo
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## Gaming / Graphics Related
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* DX12 / Vulkan support through NVRHI (NVIDIA Rendering Hardware Interface) (thanks to Stephen Pridham for major porting effort)
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* Physically Based Rendering using GGX Cook-Torrence as in other modern engines (UE4, Unity) and 3D authoring tools like Blender 2.93 or Adobe Substance
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* Physically Based Rendering using GGX Cook-Torrence as in other modern engines (UE4, Unity) and 3D authoring tools like Blender 3.x or Adobe Substance
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* Baked Global Illumination using Irradiance Volumes and Image Based Lighting that fix the pitch black areas
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* Soft shadows using a fat shadow mapping atlas
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All 3 light types (point, spot, parallel/sun) are supported which means parallel lights (sun) use
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