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bre12's Introduction

BRE (Bertoa Rendering Engine)

This engine is the result of an intent to learn DirectX 12 and apply my knowledge about computer graphics. It is intended for learning purposes only, I do not plan to make a game or a commercial engine.

Features

DirectX 12:

  • Task based architecture for parallel draw submission. Command lists are recorded in parallel for Geometry Pass and Lighting Pass.
  • Asynchronous command execution/command recording.
  • Configurable number of queued frames to keep the GPU busy.

Rendering:

  • Deferred Shading
  • Color Mapping
  • Texture Mapping
  • Normal Mapping
  • Height Mapping

Lighting:

  • Physically Based Shading (PBR) based on smoothness/metalness
  • Image Based Lighting (IBL) based on diffuse irradiance environment cube map and specular pre-convolved environment cube map
  • Punctual lights

Postprocessing:

  • Tone Mapping

Examples

In the Visual Studio solution, there is a project called ExampleScenes where you can see a lot of different techniques (color mapping, normal mapping, height mapping, cube mapping, etc)

Blog

I write a blog where I explain its design, and how I applied/learned the techniques I use. The blog link is https://nbertoa.wordpress.com/

bre12's People

Contributors

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