@@ -27,24 +27,32 @@ export default function Page() {
2727 transition = { { duration : 0.5 } }
2828 className = "flex flex-row items-center justify-center"
2929 >
30- < div className = "container mx-auto flex justify-center w-full max-w-full max-h-full py-4 px-4 lg:px-8" >
30+ < div className = "container mx-auto flex justify-center w-full max-w-full max-h-full py-4 px-4 lg:px-8 overflow-y-scroll " >
3131 < div >
3232 < h1 > Main Features</ h1 >
3333 < ul className = "px-2 py-4 flex flex-col flex-wrap gap-1 list-disc list-inside font-thin text-sm sm:text-md lg:text-lg" >
34- < li > Frontend API with Vulkan as First Class Citizen</ li >
35- < li > Thread safe and context pollution safe OpenGL</ li >
36- < li > Asset management pipeline</ li >
37- < li > Automatic pipeline layout creation</ li >
38- < li > Shader introspection</ li >
39- < li > Using SPIR-V shaders in OpenGL and ES</ li >
40- < li > Libraries of GLSL shader functions</ li >
41- < li > Compute shaders</ li >
42- < li > Virtual Texturing</ li >
43- < li > Virtual Geometry (programmable and non programmble fetching) with triangle batching</ li >
44- < li > CUDA and Vulkan interop</ li >
45- < li > CPU asset manipulation (image filtering, image format transcoding, mesh optimization and manipulation)</ li >
46- < li > GPU driven Scene Graph</ li >
47- < li > Material Compiler for Path Tracing UberShaders</ li >
34+ < li > Curated List of Vulkan Features and Extensions the Nabla Core Profile</ li >
35+ < li > Easy filtering of Vulkan Physical Devices by capabilities</ li >
36+ < li > SPIR-V and Vulkan as first class citizens</ li >
37+ < li > First class integration of Renderdoc</ li >
38+ < li > Extensive use of Timeline Semaphores (event handlers, cpu callbacks on gpu conditions)</ li >
39+ < li > GPU Object life cycle tracking (descriptor sets and commandbuffers)</ li >
40+ < li > Reusability: HLSL2021 Standard Template Library</ li >
41+ < li > Testability: HLSL subset compiling as both C++ Host and SPIR-V Device code</ li >
42+ < li > Future Proof: C++20 Concepts in HLSL for safe and documented Static Polymorphism</ li >
43+ < li > Insane: Boost PreProcessor and Template Metaprogramming in HLSL!</ li >
44+ < li > Embraces Buffer Device Address and Descriptor Indexing to the full</ li >
45+ < li > Minimally Invasive (vulkan handle acquisition, multiple windows, content playing second fiddle)</ li >
46+ < li > Designed for Interoperation (memory export, import and Coming Soon: CUDA Interop)</ li >
47+ < li > Cancellable Future based Async I/O</ li >
48+ < li > Virtual File System (archive mounting, our alternative to #embed, everything is referenced by absolute path)</ li >
49+ < li > Asset Managment: Directed Acyclic Graphs</ li >
50+ < li > Asset Converter: Merkle Trees de-duplicating GPU Object Instances</ li >
51+ < li > Unit tested BxDFs in a Statically Polymorhic framework</ li >
52+ < li > In Progress: GPU ECS (Property Pools)</ li >
53+ < li > SPIR-V Introspection and Layout creation</ li >
54+ < li > Extensions (ImGUI, FFT, Workgroup Prefix Sum, Blur, Counting Sort In Progress: Autoexposure, Tonemap, GPU MPMC Queue, OptiX Interop, Global Scan)</ li >
55+ < li > Coming Soon: Scene Loaders, GPU Driven Scene Graph, Material Compiler v2 for efficient scheduling of BxDF graph evaluation</ li >
4856 </ ul >
4957 </ div >
5058 </ div >
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