Skip to content

omd24/dx12Renderer

Repository files navigation

dx12Renderer – Untitled project

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

Caveat emptor

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.

Renderer backend features

  • 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)

Tooling features

  • 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

Rendering techniques

  • Volumetric lighting VFog1 VFog2 VFog3

  • Volumetric clouds Clouds1 Clouds2

  • Path tracer Pathtracer1 Pathtracer2

  • Dynamic global illumination (DDGI) DDGI

  • Temporal antialiasing
    (before) withoutTAA (after) withTAA

Other random dev

  • 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

References:

About

dx12 renderer - a little ménagerie of rendering experiments

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published