/DXR-Project

A small personal engine created for testing different graphic techniques.

Primary LanguageC++

DXR Project

This engine is a small hobby rendering/game engine created for testing different rendering techniques. The name may suggest that this is only for DXR, and that is how it started. However, it has evolved into more than that. Now it has more focus on abstracting D3D12 and testing game-engine architecture techniques. Maybe I change the name in the future, perhaps not.

Features

Current:

  • FXAA
  • Tiled Deferred Rendering
  • Normal mapping
  • Parallax Occlusion Mapping
  • Physically Based Rendering with Image-Based Lightning
  • Shadow Mapping
  • Dynamic lights (Point-Lights, Directional-Lights, both with shadow support)
  • SSAO

Planed:

  • Vulkan backend
  • Screen Space Reflections
  • Cascaded Shadow-maps
  • Ray-Traced reflections
  • TAA
  • 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