Graphics engine written in C++ using DirectX12.
Render graph Automatic resource barriers Resource reuse using resource pool Automatic resource bind flags and initial state deduction Async Compute DDGI GPU-Driven Rendering : GPU frustum culling + 2 phase GPU occlusion culling Reference path tracer + SVGF denoiser (wip) Upscalers : FSR2, FSR3, XeSS2, DLSS3.5 Ultimate Bindless resource binding Variable Rate Shading (FFX) Volumetric lighting: Raymarching, Fog volumes Tiled/Clustered deferred rendering Shadows PCF shadows for directional, spot and point lights and 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, NNAO, RTAO (DXR), CACAO (FFX) Reflections: SSR, RTR (DXR) Antialiasing: FXAA, TAA Contrast Adaptive Sharpening (FFX) Film effects: Lens distortion, Chromatic aberration, Vignette, Film grain, CRT filter 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 GPU printf, GPU assert PIX and RenderDoc programmatic APIs Nsight Aftermath SDK, Nsight Perf SDK Debug Outputs: Diffuse, Normal, Depth, Roughness, Metallic, Emissive, AO, GI, Custom, Shading Extension, View Mipmaps, Triangle Overdraw, Material and Meshlet ID, Motion Vectors Disabled Enabled
Probe Visualization
Cascaded Shadow Maps Hard Ray Traced Shadows
Screen Space Reflections Ray Traced Reflections
SSAO RTAO
Render Graph Visualization