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
Pass culling
Graph visualization
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 dump and visualization
Shader debug printf
Nsight Aftermath SDK
D3D12 Enhanced Barriers support
Disabled
Enabled
Probe Visualization
Cascaded Shadow Maps
Hard Ray Traced Shadows
Screen Space Reflections
Ray Traced Reflections
SSAO
RTAO
Render Graph Visualization
rain.mp4