Vivazo is a modern real-time engine with real-time global illumination, meshlet geometry, and virtual shadows — authored in Blender, running everywhere.
Every technique the big engines charge a team of specialists for — global illumination, virtualized geometry and shadows, streaming virtual textures — lives inside one clean, Rust-native codebase. No C++ legacy. No black boxes.
Dynamic bounce lighting with a software ray-traced SDF path — Lumen-class indirect light, even on hardware without hardware ray tracing.
GPU-driven cluster culling and a visibility-buffer pipeline push film-density meshes in real time — Nanite-class detail, no LOD babysitting.
Pixel-perfect shadows from every light, streamed on demand. Runtime-flippable with cascaded PCSS — no rebuild.
Feedback-driven streaming keeps a vast material budget resident in a fixed VRAM footprint. Author big; ship lean.
Volumetric weather, oceans with real wave fields, terrain erosion and vehicle physics — the world simulates, it doesn't just pose.
One engine across Windows, macOS/Metal, Linux and the browser. Rust safety end to end, wgpu under the hood.
Every frame below is real-time output — captured straight from Vivazo's renderer with ReSTIR global illumination, SDF ambient occlusion and TSR. This is Sponza: the reference scene every serious renderer on earth is measured against, loaded from standard glTF and lit live in the engine — alongside an FFT-simulated ocean.
Captured headless at 1920×1080 through the full post-processed pipeline — GI bounce, soft shadows, textured stone, no offline bake. Sponza loads from the same glTF path your artists ship into. Meshlet geometry, virtual shadows and volumetric weather next.
Vivazo is a strictly layered workspace — foundation to editor, each layer depending only downward, enforced in CI. It's the kind of foundation you can raise a company on.
Vivazo is [[one-line positioning / what you're raising — EDIT]]. If you're an investor, studio, or engineer who wants to go deeper, we'd love to show you a live demo.