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Adria-DX12

Graphics engine written in C++ using DirectX12.

Features

  • 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
    • 2D Raymarching
    • Fog volumes
  • Tiled/Clustered deferred rendering
  • Shadows
    • PCF shadows for directional, spot and point lights
    • 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
  • D3D12 Enhanced Barriers support

TODO

  • ReSTIR DI
  • ReSTIR GI

Screenshots

DDGI

Disabled Enabled
Probe Visualization

Volumetric Clouds

San Miguel

Bistro

Sun Temple

Brutalism Hall

Ocean

Path Tracer

Editor

Ray Tracing Features

Cascaded Shadow Maps Hard Ray Traced Shadows
Screen Space Reflections Ray Traced Reflections
SSAO RTAO

Render Graph Visualization