Physically-Based Rendering (PBR) Pipeline: Core rendering is built on a deferred PBR model using a metallic/roughness workflow, enabling realistic material interactions with light.
Relief Mapping: Height maps can be used to create the illusion of depth and self-shadowing on surfaces, providing a more convincing 3D effect than standard normal mapping.
Global Illumination via Virtual Point Lights (VPLs): The engine supports real-time, one-bounce global illumination by generating hundreds of virtual point lights from surfaces hit by direct light, providing realistic color bleeding and indirect lighting.
Auto-Exposure: The final image exposure is automatically adjusted based on scene luminance, simulating the human eye's adaptation to light and dark areas.
Screen-Space Ambient Occlusion (SSAO): Adds contact shadows and depth to scenes by darkening creases, corners, and ambiently lit areas.