Graphics engine written in C++ using DirectX12.
Render graph
Automatic resource barriers
Resource reuse using resource pool
Automatic resource bind flags and initial state deduction
DDGI
GPU-Driven Rendering : GPU frustum culling + 2 phase GPU occlusion culling
Reference path tracer
Temporal upscalers : FSR2, FSR3, XeSS, DLSS3
Ultimate Bindless resource binding
Variable Rate Shading (FFX)
Volumetric lighting: Raymarching, Fog volumes
Tiled/Clustered deferred rendering
Shadows
PCF shadows for directional, spot and point lights and cascade shadow maps for directional lights
Ray traced shadows (DXR)
Volumetric clouds
Hosek-Wilkie sky
FFT Ocean
Automatic exposure
Bloom
Rain
Tony McMapface tonemapping
Depth of field + Bokeh: Custom, FFX
Ambient occlusion: SSAO, HBAO, CACAO (FFX), RTAO (DXR)
Reflections: SSR, RTR (DXR)
Antialiasing: FXAA, TAA
Contrast Adaptive Sharpening (FFX)
Film effects: Lens distortion, Chromatic aberration, Vignette, Film grain
Screen-space god rays
Lens flare: texture-based and procedural
Profiler: custom and tracy profiler
Debug tools
Debug renderer
Shader hot reloading
Render graph graphviz visualization
Shader debug printf
Nsight Aftermath SDK
Debug Outputs: Diffuse, Normal, Depth, Roughness, Metallic, Emissive, AO, GI,
Custom, Shading Extension, View Mipmaps, Triangle Overdraw
Disabled
Enabled
Probe Visualization
Cascaded Shadow Maps
Hard Ray Traced Shadows
Screen Space Reflections
Ray Traced Reflections
SSAO
RTAO
Render Graph Visualization