- DeferredLightingDemo
- Deferred rendering pipeline:
- Directional, Point, Spot, and Capsule lights;
- Light passes are implemented using the stencil buffer;
- PBR:
- Cook-Torrance BRDF model;
- Image-Based Lighting:
- Diffuse (Irradiance Map) and Specular (Pre-Filtered Environment Map);
- Both maps are computed on application start based on an HDR skybox cubemap;
- HDR pipeline:
- Render targets supporting HDR (
R16G16B16A16_FLOAT
); - Auto exposure via a Luminance Histogram implemented in Compute shaders;
- Tone mapping;
- Render targets supporting HDR (
- TAA;
- SSAO;
- SSLR.
- Deferred rendering pipeline:
SSAO Off | SSAO On |
---|---|
SSLR Off | SSLR On |
---|---|
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera;
- Press L to toggle light animation;
- Press T to toggle TAA;
- Press O to toggle SSAO;
- Press P to toggle SSLR.
- Press B to toggle Bloom.
- LightingDemo
- Models loaded from OBJ files;
- .DDS textures loading:
- Textures for this demo are stored in
BC7_UNORM
.
- Textures for this demo are stored in
- Mipmapping;
- Phong lighting with a directional light and several point and spot lights;
- Using diffuse, normal, gloss, and specular maps;
- Particle system with CPU simulation (10000+ particles on screen) and instanced rendering;
- Shadow mapping for the directional, point, and spot lights;
- MSAA:
- Built-in resolve for color;
- Custom compute pass for the depth attachment (
min
among all samples);
- Soft shadows using 16x Poisson Sampling and Early Bail;
- Dynamic environment reflections - see the sphere;
- Post-processing:
- Screen-space fog;
- Bloom.
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera;
- Press L to toggle light animation.
- ToonDemo
- Toon/Cel-Shading:
- Diffuse ramp texture;
- Configurable specular;
- Cross-hatching pattern;
- Variance Shadow Mapping (Directional Light);
- Post-processing:
- Outline (Sobel-filter);
- FXAA;
- Bloom.
- Toon/Cel-Shading:
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera;
- Press L to toggle light animation.
- MeshletsDemo
- Meshlets are built via meshoptimizer.
- GPU Meshlet Culling:
- Cone backface culling;
- Frustum culling (bounding spheres);
- HDB (Hi-Z) occlusion culling (bounding spheres or AABBs):
- Additional low poly geometry is treated as occluders (red transparent in the screenshot);
- Culled meshlets are rendered via
ExecuteIndirect
; - Uses Render Graph.
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera;
- Press C to "freeze" the camera for cone and frustum culling;
- Press M and N to scroll the debugged meshlets forwards and backwards respectively.
- RenderGraph
- A simple implementation of a render graph:
- Passes are defined via lambdas;
- Resources are marked as either inputs or outputs;
- GPU memory is aliased between different buffers and render targets when their lifetimes do not overlap;
- Special "Token" resources are used for more controlled render pass ordering.
- A simple implementation of a render graph:
- GrassDemo
- ~45k individual grass blades sent to rendering after culling, 4kk total.
- Grass animation in the vertex shader;
- Per-chunk frustum culling (CPU);
- Chunks consist of 500x500 instances;
- Per-instance frustum culling (GPU, compute);
- Grass instances rendered via
ExecuteIndirect
; - TAA.
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera;
- Press T to toggle TAA.
- Press C to toggle GPU culling.
- AnimationsDemo
- Model and animations loaded from FBX files;
- Skinning in the vertex shader;
- Animation state blending;
- Animation state merging (i.e., avatar masks).
- Use WASD/Arrow Keys to move the camera;
- Hold LMB and move the mouse to orient the camera.
Packages (installed via vcpkg
):
- https://www.3dgep.com/learning-directx-12-1/
- https://www.3dgep.com/learning-directx-12-2/
- https://www.3dgep.com/learning-directx-12-3/
- https://www.3dgep.com/learning-directx-12-4/
- https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation
- https://github.com/d3dcoder/d3d12book
- http://www.opengl-tutorial.org/ru/intermediate-tutorials/tutorial-16-shadow-mapping/
- https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
- https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/
- https://learnopengl.com/Advanced-Lighting/HDR
- https://www.alextardif.com/HistogramLuminance.html
- https://bruop.github.io/exposure/
- https://bruop.github.io/tonemapping/
- https://learnopengl.com/Advanced-Lighting/SSAO
- https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/
- https://logins.github.io/graphics/2021/05/31/RenderGraphs.html
- https://blog.traverseresearch.nl/render-graph-101-f42646255636
- https://themaister.net/blog/2017/08/15/render-graphs-and-vulkan-a-deep-dive/
- https://github.com/zeux/niagara
- https://arm-software.github.io/opengl-es-sdk-for-android/occlusion_culling.html
- https://github.com/microsoft/DirectXTex
- https://github.com/microsoft/DirectXMesh
- https://github.com/assimp/assimp
- https://github.com/Microsoft/DirectXTex/wiki/Texconv
- https://matheowis.github.io/HDRI-to-CubeMap/
- https://github.com/zeux/meshoptimizer
- https://casual-effects.com/data/
- Teapot, Cube, Lat-Long Sphere
- https://ambientcg.com/view?id=PavingStones070
- https://ambientcg.com/view?id=Moss002
- https://ambientcg.com/view?id=Metal036
- https://www.mixamo.com/
- https://sketchfab.com/3d-models/old-wooden-chest-45f93c78e5174036801bfb535c139ac7
- https://d1ver.artstation.com/projects/3k2
- https://ambientcg.com/view?id=Ground047
- https://www.cgtrader.com/free-3d-models/electronics/video/retro-television-set-c4dbe4af-960e-4a5c-ac25-2265d6a97cf6