My personal pet project- a little ménagerie of rendering experiments.

This project is by no means a reference implementation of ANYTHING :P. My motto was simply “make it work.” As a result, there’s a healthy pile of technical debt (some teetering on bankruptcy). I’m proud it runs, but if you find something useful, check the references for more polished implementations. Just saying.
- Bindless resource model setup
- DirectX Raytracing (DXR) support for hw raytracing
- Mesh and amplification (task) shaders for geo pipeline
- Deferred texturing setup
- GPU-driven rendering (meshlets + indirect draws)
- Imgui-based gizmo tools (currently for light sources)
- gpu capture integration (Renderdoc + pix hooks)
- Multi-threaded pso creation support
- Debug visualization (probes, light clusters, etc.)
- Hot-reload shader compilation
- Meshlet-based gpu-driven rendering
- Post-processing: tonemapping, auto-exposure, bloom
- Procedural and analytical sky models
- Cascaded shadow maps for sunlight
- Punctual light sources with dynamic shadows
- Minimal heightmap-based terrain
- Simple sprite-based particle setup
- Matt Pettineo (MJP)'s repo and post on bindless deferred texturing
- MJP's DXR Path Tracer- a good place to get started with DXR
- Simon Coenen's D3D12 Research project- my cheatsheet for DDGI and clouds impl
- Mastering graphics programming with vulkan (book + repo)
- ...and countless other sources, referenced directly in the code.









