HelixToolkit Nex is the next generation 3D graphics engine from HelixToolkit. It offers a unified graphics interface designed to support multiple backend implementations, with an initial focus on Vulkan 1.3.
The graphics interface and Vulkan backend are inspired by LightWeightVk.
Currently in development.
- Windows 10 or later (Linux support planned)
- Vulkan 1.3 compatible GPU and drivers
- .NET 8.0 or later
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Complete bindless descriptor architecture.
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Linux support (Planned)
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ImGui integration (Done)
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Forward+(Tiled based GPU light culling) rendering pipeline. (Done)
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Material systems.
- Physically Based Rendering (Done)
- Point cloud (Done)
- Line (Planned)
- Billboard (Planned)
- Material registry and shader generation system. (Done)
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GPU Frustum Culling and GPU Frustum Culling on Instancing. (Done)
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ECS based scene management system. (In Progress)
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Engine architecture design. (In Progress)
- Render Graph based rendering architecture. (Done)
- WB Order independent transparency rendering. (Done)
- PostEffects:
- SMAA anti-aliasing. (Done)
- FXAA anti-aliasing. (Done)
- Bloom post-processing effect. (Done)
- Object border highlighting effect. (Done)
- Wireframe rendering. (Done)
- Tone mapping post-processing effect. (Done)
- GPU picking. (Done)
- Async Buffer/Texture upload with transfer queue. (Done)
- Texture loading and caching system. (Done)
- Shader compilation and management system. (Done)
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Wpf Framework Interoperation (Done)
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WinUI Interoperation (Done)
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Avalonia UI Interoperation (Planned)
- Render content with Vulkan Backend in Wpf and WinUI applications using D3D11 interoperation. (Requires Vulkan Extension:
VK_KHR_external_memory_win32)
Interested in contributing? Please read our Contributing Guide for information on:
- Development setup and prerequisites
- Code formatting requirements
- Building and testing
- Submitting pull requests




