# Page 2

\- Realistic material effects through PBR, Subsurface scattering, translucency, backlight bleeding, self-illumination, etc.

\- Sun and point soft shadows + contact shadows, with resolution and refresh frequency real-time optimization

\- Multi-resolution bloom, SSAO, on-the-fly ambient lighting and environment map

\-       FXAA (TAA pending)

\- Realtime volumetric clouds

\- Particle system and Gaussian Splats

\- Sea simulated using Gerstner waves and shore effects based on landscape heightmap. Underwater caustics and realistic fog

\- Three dimensional mesh-based infinite landscape with height-based material blending and displacement mapping. GPU-based landscape populating using user-defined models

\- Foliage animation

\- Customizable realistic avatars with clothing and accessory auto-fit based on the character shape

\- Skeleton animation with animation transition and Inversed Kinematics

\- Realtime physics, including wave dependent buoyancy, joints and physics-based animation

\- Progressive asset loading with LOD and billboard support using multithreading

\- Webassembly-side node-based scripting for improved performance and security / cheat prevention

\- Geometry engine with node-based interface for generating complex assets (includes mesh-simplification, boolean operations, beveling, n-gons, etc.)

\- Cooperative building and gaming with real-time shared physics in open worlds, with persistency as an option.

\- CPU and GPU based Deep Learning training and inference

\-       Asset uploading with automated optimization, collision mesh and LOD generation
