System Initialization: Ready

AlborchRE

The Essence of Rendering. Built for academic excellence by Quim Alborch.

Core Architecture

memory

Core Engine

High-performance C# logic orchestrating resource allocation and multithreaded task management for maximum throughput.

VIEW PIPELINE chevron_right
layers

Windowing System

Native window handling through deep Silk.NET integration, providing low-latency input and cross-platform surface management.

WINDOW CONTEXT chevron_right
account_tree

Rendering Pipeline

Custom shader stages supporting PBR materials, real-time lighting calculations, and advanced post-processing effects.

SHADER STACK chevron_right

Technical Specification

Engineered with the latest C# ecosystems to ensure modern memory management and high-level abstraction without sacrificing raw performance.

terminal

.NET 10 (Preview)

api

Silk.NET

draw

SkiaSharp

database

Vulkan SDK

using AlborchRE.Core;
using AlborchRE.Math;


// Initialize Engine Context
var engine = new RenderEngine();
engine.SetupWindow("AlborchRE", 1920, 1080);

// Frame Update Loop
engine.OnUpdate += (delta) => {
    var transform = Matrix4.CreateRotationY(delta);
    engine.Scene.UpdateTransform(transform);
};

engine.Run();
								

Shading Pipeline

Toggle between real-time visualization modes

Wireframe
01

Wireframe

Geometry verification and polygon density analysis.

Solid
02

Solid

Ambient occlusion and basic volume shading.

Material Preview
03

Material Preview

Texture mapping and PBR attribute evaluation.

Rendered
04

Rendered

Full lighting pipeline with post-processing effects.

Timeline & Animation

Advanced temporal control for cinematic sequences and dynamic object manipulation within the AlborchRE environment.

movie_edit Sequencer Ready

timeline Keyframe Sequencing

High-precision temporal anchoring for any object property, including position, rotation, and shader parameters.

file_export MP4 Export Pipeline

CORE FEATURE

Integrated frame-buffer capture system utilizing FFmpeg for high-bitrate video encoding directly from the engine viewport.

function Interpolation Logic

Support for Linear, Cubic Spline, and Bézier easing for silky-smooth camera paths and object movement.

The Mathematics of Light

Every pixel is a result of precise linear algebra. AlborchRE implements a proprietary math library for transformation matrices, quaternion rotations, and ray-intersection tests.

  • Projection * View * Model Matrix Chain
  • Spherical Harmonic Irradiance Mapping
  • Barycentric Coordinate Interpolation
1
0
0
Tx
0
1
0
Ty
0
0
1
Tz
0
0
0
1

Identity Translation Matrix

Project Roadmap

Tracking the evolution of AlborchRE

Completed Milestones

85% Phase 1
check_circle Basic 3D Primitive Rendering (Cube, Sphere, Plane)
check_circle Transformation Hierarchy System
check_circle Free-Look Camera Controller

Upcoming Features

radio_button_unchecked Physically Based Rendering (PBR)
In Progress
radio_button_unchecked Post-Processing Stack (Bloom/DOF)
Planned
lock Physics Engine Integration (Bullet/Jitter)