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A small personal engine created for testing different graphic techniques.

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Mumsfilibaba/DXR-Project

 
 

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DXR Project

A hobby rendering and game engine created for testing and experimenting with various rendering techniques. While the project began as a DirectX Raytracing (DXR) experimentation engine, it has evolved into a versatile platform with both D3D12 and Vulkan backends. The focus has shifted toward abstracting graphics APIs, exploring game engine architecture, and experimenting with advanced rendering techniques.


Features

Current:

  • Graphics Backends:
    • Vulkan
    • D3D12
  • Rendering Techniques:
    • Tiled Deferred Rendering
    • Normal Mapping
    • Parallax Occlusion Mapping
    • Physically Based Rendering (PBR) with Image-Based Lighting (IBL)
    • Shadow Mapping:
      • Cascaded Shadow Maps for Directional Lights
      • Omni-Directional Shadows for Point Lights
  • Post-Processing Effects:
    • Screen Space Ambient Occlusion (SSAO)
    • Temporal Anti-Aliasing (TAA)
    • Fast Approximate Anti-Aliasing (FXAA)
  • Dynamic Lighting:
    • Point Lights
    • Directional Lights
  • Custom Data Structures:
    • TArray: Custom array container
    • TString: Custom string container
    • TBitArray: Custom bit array container

Planned:

  • Screen Space Reflections (SSR)
  • Ray-Traced Reflections
  • Spotlights
  • Local Environment Probes

Screenshots

(Master - Branch) RT Off Screen2 (Master - Branch) RT Off Screen1 (Cascaded Shadow Maps - Branch) Cascaded Shadow Maps RT Off Screen0 (Ray Traced Reflections - Branch) Ray Traced Reflections RT On ReflectionsScreen (Master - Branch) Profiler RT Off Profiler (Master - Branch) Texture Debugger RT Off TextureDebugger (Master - Branch) In-Game Console RT Off Console

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A small personal engine created for testing different graphic techniques.

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