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Beached : a DirectX 12 renderer

Work in progress

Current features

Renderer

  • Shadows: Cascaded (Directional Lights), Omnidirectional (Point Lights), Directional (Spot Lights)
  • PostFX: Bokeh Depth of Field

Engine

  • CPU side frustum culling
  • Asset caching for shaders and textures
  • Deserialization of render pass resources from a TOML file

WIP

  • Auto-Exposure

Roadmap

Planned

  • PostFX: Motion Blur, SSAO, Bloom, TAA, Color Grading, Pixel Sorting, Film Grain, Chromatic Aberration
  • GPU Driven: Draw Indirect, Clustered Forward, Occlusion culling
  • Raytracing: Soft Shadows, Reflections, Ambient Occlusion, Global Illumination
  • Light Transport: Reference pathtracer, PBR, reflective shadow maps
  • GPU Compute: Particles, Ocean, Terrain
  • Volumetrics: God rays, clouds, fog
  • Engine: Multithreadng, DirectStorage, Upscaling, Physics, Audio, Hot Reloading

Screenshots

Shadows

CSM Point Spot
CSM PointShadows SpotShadows

Post Processing

Bokeh DOF
CSM

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Direct3D 12 home renderer

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