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This repository has been archived by the owner on Aug 3, 2024. It is now read-only.

Renderer built with DirectX 11. PBR, HDR and a few other things.

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OftenDeadKanji/DirectX11-Renderer

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DirectX 11 Renderer

This renderer is built with DirectX 11 API. Several rendering techniques and effects were implemented. Here is a list of them:

  • indexed and instanced [mesh] rendering
  • reversed depth (for increased precision)
  • batching rendering by shaders, textures, uniforms...
  • hologram effect created with geometry shader
  • dissolution/spawning effect using Alpha-to-Coverage
  • tesselation
  • skybox
  • PBR (Lambertian diffuse, Cook-Torrance specular - GGX for D, height-correlated GGX Smith for D, Shlick's approx. for F)
  • IBL
  • shadow mapping (for directional, point and spot lights) with shadow acne suppressing methods
  • CPU Textures with 6-way lightmapping
  • deferred shading
  • decals
  • GPU particles (with screen-space collisions) using compute shaders
  • Anti-Aliasing (MSAA, FXAA)
  • fog and volumetric fog
  • a few post-process effects: EV100 Exposure Value, ACES tone mapping, gamma correction, bloom

Here are a few images:

General rendering, skybox, CPU particle system

Hologram effect

Decals

Fog

Volumetric fog

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Renderer built with DirectX 11. PBR, HDR and a few other things.

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