
Every frame, considered.
Bindless resources, GPU-driven meshlets, and a shared lighting architecture. Built for native Metal 4 and Direct3D 12.
Inside the frame ↓Main asset: Amazon Lumberyard Bistro by Amazon Lumberyard · via NVIDIA ORCA · CC BY 4.0
Let the GPU decide what matters.
Scene geometry, materials, and textures live in shared GPU tables. Compute passes find visible meshlets and build indirect draw streams, keeping scene submission on the GPU.
- 01Address geometry and materials through shared tables
- 02Reject clusters outside the view, facing away, or occluded
- 03Build visible streams and indirect draw arguments
- 04Shade the surviving geometry through shared material data

Main asset: Sponza Atrium by Frank Meinl / Crytek · License: source unverified
Bindless by design.
Geometry, materials, and textures live in GPU tables. Shared resource indices replace per-material texture rebinding.
GPU-driven submission.
Compute builds the visible geometry streams and indirect draw arguments. The GPU drives scene-mesh submission.
Small clusters. Less work.
Meshlets bring frustum, backface-cone, and two-phase Hi-Z culling to the GPU. Shadows use the same geometry-pulling architecture.
Ray tracing, integrated.
Ray-traced shadows, ambient occlusion, reflections, and global illumination share the renderer’s material and geometry data.
Screen space, fully used.
SSAO, SSGI, and hierarchical screen-space reflections add contact, bounce light, and surface detail, with configurable quality budgets.
Light with volume.
Froxel volumetrics integrate light through fog and bounded media. Shape shafts, local smoke, and atmosphere with volume materials.
A world with its own colour.
Saturated colour, warm light, and soft haze. A stylized Japanese street captured in Hikari, showing another side of the renderer.

Main asset: Stylized Little Japanese Town Street by Michał Solarek · CC Attribution
Give light a presence.
Froxels divide the camera’s view into a 3D grid. The renderer injects lighting and integrates scattering through global fog and bounded local volumes. Volume materials shape the medium; scene shadow maps give the haze structure.

Beyond ordinary white.
Scene colour stays linear and unbounded through exposure, bloom, and grading. Display mapping then resolves the image against the screen’s peak brightness and paper white. Hikari selects the output encoding for the active surface.
Automatic SDR fallback when HDR is unavailable. Web captures are SDR previews.

- Highlights with headroom.
- Display-aware tone mapping and BT.2390 roll-off fit highlights to the screen’s current peak brightness.
- A comfortable paper white.
- UI and diffuse white share a configurable brightness reference, independent of HDR highlights.
- The right output, automatically.
- Detects OS-enabled HDR, falls back to SDR, and switches live without restarting the engine.