Aqua Engine Main Image

AQUA ENGINE v0.5

View source code on GitHub

FEATURES

Data Oriented And Easily Extensible Design

The engine's data oriented architecture, using cache friendly data layouts, results in excellent performance on modern hardware, where the main bottleneck is memory speed.

Physically Based Shading

The Physically Based Shading shader simulates the interaction between light and materials using real world physics, resulting in realistic looking materials that don't require tweaking when the lighting conditions change.

Tiled Deferred Lighting

Efficiently render large number of lights by taking advantage of modern GPUs Compute Shaders.

Cascaded Shadow Maps

Add high quality shadows to large areas with small impact on performance by efficiently distributing the shadow map resolution over the view frustum.

Aqua Engine SSR ON Image
Aqua Engine SSR OFF Image

Screen Space Reflections


Screen space ray-traced reflections allows any surface to reflect its nearby surroundings efficiently in real time.

Dynamic Time of Day

The physically based Rayleigh and Mie scattering shaders create a realistic skydome that can be updated in real time by changing the sun light direction.

HDR Tone Mapping and Bloom

High intensity lights are dynamically mapped back into the display's range by simulating eye adaptation and glare.

Aqua Engine DOF ON Image
Aqua Engine DOF OFF Image

Depth of Field


Simulate camera lens depth of field by blurring both near and far fields based on circle of confusion size.

Motion Blur

Fast camera movement creates blurry trails along the movement path. Per-object motion blur coming soon.

Volumetric Lighting

Create the appearance of humid, dusty or smoky environments using volumetric lights that simulate the scattering of light by particles in the air.

Large Terrain Rendering

Render realistic terrains efficiently using continuous level-of-detail without popping artifacts.

Aqua Engine PhysX Image

PhysX Integration

More features coming soon