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My toy engine, mainly for rendering experiment and prototyping.

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zhaijialong/RealEngine

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RealEngine

My toy engine, mainly for rendering experiment and prototyping. It requires a GPU which supports DX12 Ultimate with latest driver. It is not supposed to be used in production, and prefers clean design and code over being heavily optimized. screenshot

some 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
  • 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

  • render graph(barriers, resource aliasing, async compute)
  • GTAO
  • specular GI
  • diffuse GI
  • clustered shading
  • Bloom
  • Auto Exposure
  • TAA
  • CAS
  • meshlet
  • RTX
  • a reference pathtracer
  • FSR2/DLSS/XeSS
  • DOF
  • motion blur
  • visibility buffer
  • Direct Storage
  • maybe volumetric cloud/fog, water/ocean simulation, large-scale landscape, or any random things

third party licenses