Yet another renderer built with C++ and Directx12 from scratch.
The goal of this project is to learn Directx12 API and implement some common graphics algorithms (without focusing on optimization). Everything is simple and straight forward which should be helpful for other graphics programming beginners like me :)
- Deferred Rendering
- Voxel-based Global Illumination
- Directional Light
- Cascaded Shadow
- PCSS
- Image-Based Lighting
- Screen Space Ambient Occlusion
- Post Processing
- Motion Blur
- Tone Mapping
- Anti-Aliasing
- FXAA
- TAA
Forward vs Deferred vs Forward+ Rendering with DirectX 11 | 3D Game Engine Programming (3dgep.com)
Learn OpenGL, extensive tutorial resource for learning Modern OpenGL
Cascade Shadow Map 实现记录 - 知乎 (zhihu.com)
Integrating Realistic Soft Shadows Into Your Game Engine (nvidia.com)
Implementing FXAA - 2016/07/30 (simonrodriguez.fr)
Alex Tardif: Temporal Antialiasing Starter Pack
Voxel-based Global Illumination – Wicked Engine
Global Illumination Using Voxel Cone Tracing – Andrew Pham (andrew-pham.blog)
Bindless Rendering in DirectX12 and SM6.6 | Tarun Ramaswamy (rtarun9.github.io)
... (and many other helpful resources that I don't remember the origin of)