[Bunny model by maxpanysh](https://sketchfab.com/3d-models/silent-ash-bc44272e8c1047148b33c913e659fcfa)

Adding Temporal Anti-Aliasing and God Rays to Mithra

I wanted to implement a proper anti-aliasing method for Mithra. There are different sources of aliasing. For instance, we have the classic jagged edges of triangles and other things such as specular ailising , which must be addressed, especially in a PBR setup. Anyways, I decided to implement UE4’s TAA method, which was introduced by Brian Karis a couple of years ago. God Rays When we implement TAA, we can see that the output converges in a couple of frames, and the edges would mostly look smooth and close to a super-sampled image....

May 9, 2021 · 2 min

Mithra Graphics Renderer

Mithra is a physically-based graphics renderer featuring many new and modern rendering techniques such as image-based lighting, shadow-mapping with tight projection, and more. I have also proposed and defended this renderer as my B.Sc. project at Amirkabir University of Technology (Tehran Polytechnic). This is a showcase of some of its main features. Hopefully, in the near future, I will share more about the development process in this blog.‍ Features Physically-based pipeline Cook-Torrance BRDF HDR Directional Lights Point lights Shadow mapping Diffuse irradiance Specular IBL (image-based lighting) Editor Mesh importer, supporting: glTF, fbx, obj Basic world editor and component property viewer Volumetric Fog Temporal Anti-Aliasing (TAA) Editor Features Live performance profiler Debug modes to see normals, ambient, metalness, roughness, etc....

July 1, 2020 · 1 min