Graphics engine written in C++/DirectX11.
- Deferred + forward rendering
- Tiled deferred rendering
- Clustered deferred rendering
- Physically based shading
- Image based lighting
- Normal mapping
- Shadows
- PCF Shadows for directional, spot and point lights
- Cascade shadow maps for directional lights
- Volumetric Lighting
- Directional lights with shadow maps
- Directional lights with cascade shadow maps
- Point and Spot Lights
- HDR and Tone Mapping (Hable, Reinhard, Tony McMapface)
- Bloom
- Depth Of Field + Bokeh
- Bokeh shapes supported - Hexagon, Octagon, Circle, Cross
- Ambient Occlusion: SSAO, HBAO
- Film effects: Lens distortion, Chromatic aberration, Vignette, Film grain
- SSR
- SSCS
- Deferred decals
- FXAA
- TAA
- God rays
- Lens flare
- Fog
- Motion blur
- Volumetric clouds
- Ocean FFT
- Adaptive tesselation
- Foam
- Procedural terrain with instanced foliage and trees
- Hosek-Wilkie sky model
- Particles
- ImGui editor
- Model loading with tinygltf
- Profiler
- Shader hot reloading
- ECS
tinygltf
ImGui
ImGuizmo
ImGuiFileDialog
stb
FastNoiseLite
json
Tiled Deferred Rendering with 256 lights |
Tiled Deferred Rendering Visualized |
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Voxel Cone Tracing Global Illumination |
Voxelized Scene |
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Film Effects
Ocean and Lens Flare
Volumetric Lighting
Bokeh
Volumetric Clouds
Hosek-Wilkie Sky Model
God Rays and Instanced Foliage
Deferred Decals