CDXR is my real-time toy renderer. Based on the Falcor framework and the DirectX Raytracing API, CDXR implements a hybrid rasterization-raytracing configurable pipeline. For writing this renderer, I relied a lot on Chris Wyman's SIGGRAPH courses and the Ray Tracing Gems series.
A more detailed description is found in my blog.
- One-bounce diffuse global illumination.
- Deferred rendering via G-Buffer.
- Ray-traced ambient occlusion.
- Denoising and antialiasing via temporal accumulation and camera jittering.
- Thin lens camera and depth of field.
- Tone mapping.
- Lambertian diffuse reflection and microfacet reflection models.
- Unidirectional path tracing.
- Ashikhmin-Shirley BRDF.
Unidirectional path tracing, Ashikhmin-Shirley BRDF. Assets by NVIDIA.
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Unidirectional path tracing, Ashikhmin-Shirley BRDF. Assets by NVIDIA.
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Unidirectional path tracing, combined Lambertian and specular BRDFs, and visibility testing. Assets by NVIDIA.
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Unidirectional path tracing, combined Lambertian and specular BRDFs, and visibility testing. Assets by NVIDIA.
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Direct lighting on a microfacet reflection model. Assets by NVIDIA.
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Direct lighting on a microfacet reflection model. Assets by NVIDIA.
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Direct lighting on a pure Lambertian reflection model. Assets by NVIDIA.
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1-bounce GI and hard shadows. Assets by NVIDIA.
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Occlusion testing with shadow rays, with depth of field. Assets by NVIDIA.
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Occlusion testing with shadow rays, without depth of field. Assets by NVIDIA.
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Lambertian diffuse reflection, with depth of field. Assets by NVIDIA.
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Lambertian diffuse reflection, without depth of field. Assets by NVIDIA.
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