# DX12_RenderToy **Repository Path**: Silenting/DX12_RenderToy ## Basic Information - **Project Name**: DX12_RenderToy - **Description**: 个人实时光栅/光追渲染器学习项目 对应博文主页:https://blog.csdn.net/qq_35312463 - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 2 - **Forks**: 0 - **Created**: 2024-01-17 - **Last Updated**: 2024-07-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # EngineToy_WXY My toy engine, mainly for rendering experiment and prototyping. It requires a GPU which supports DX12 Ultimate with latest driver. ![screenshot1](assets/textures/screenshot1.png) ![screenshot2](assets/textures/screenshot2.png) ## highlights * utilize latest DX12 features, such as raytracing, mesh shaders, HLSL 2021, etc. * render graph based architecture, with automatically barriers and transient resources management ![rendergraph](bin/rendergraph.svg) * fully bindless resources with SM6.6 * two-phase occlusion culling (like Ubi's GPU driven pipeline). no matter how many different meshes and textures, always two drawcalls(indirect DispatchMesh) per PSO. * hybrid rendering with raytracing * `Print`, `DrawLine` functions in shaders which can be very useful for debugging ## planned features - [x] RTX - [x] meshlet - [x] a reference pathtracer - [x] diffuse GI - [x] specular GI - [x] GTAO - [x] TAA - [x] FSR2/DLSS/XeSS - [x] Auto Exposure - [x] Bloom - [x] CAS - [x] motion blur - [x] Sky - [x] render graph(barriers, resource aliasing, async compute) - [ ] todo: clustered shading, visibility buffer , DOF , Direct Storage , volumetric cloud/fog, water/ocean simulation, large-scale landscape, or any random things ## third party licenses * [DLSS](https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt) * [XeSS](https://github.com/intel/xess/blob/main/licenses/LICENSE.pdf) * [NRD](https://github.com/NVIDIAGameWorks/RayTracingDenoiser/blob/master/LICENSE.txt)