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Gravity Engine

Introduction

Icon

This is my personal game engine project that uses DirectX 12 exclusively for rendering.

Preview

Features

PBR

PBR_1

PBR_2

PBR_3

Manipulation Gizmo

Manipulation

Clustered Deferred (1000 lights)

Clustered

Temporal Anti-Aliasing

TAA

Cascaded Shadow Map

CSM

Percentage Closer Soft Shadow

PCSS

Capsule Soft Shadow

CapsuleShadow

Signed Distance Field Baking

SDF_Baking

SDF Ray-Traced Shadow

SDF_Shadow_1

SDF_Shadow_2

Ground Truth Ambient Occlusion & Reflection Occlusion

AO_RO

Stochastic Screen Space Reflection

with

  • Importance GGX
  • Prefilter
  • HiZ Tracing
  • BRDF-weighted resolve

SSR

Depth of Field

SSR

Motion Blur

SSR

Bloom

SSR

ACES Tone Mapping & Uncharted 2 Tone Mapping

Dependencies


1. DirectXTK12

2. fbxsdk

copy

FBX SDK\2019.2\lib\vs2017\x64\debug\ {libfbxsdk.dll,libfbxsdk.lib,libfbxsdk.pdb}

to

Debug\Build

3. boost

4. DirectXTex

todo

  • Editor
    • Scene Serialization
    • Manipulation Gizmo
  • Renderer
    • TBDR/CBDR
    • PBR
    • Temporal AA
    • Occlusion Culling
    • CSM/PCSS
    • Signed Distance Field Ray-Traced Shadow
    • GTAO/GTSO
    • Stochastic SSR
    • Depth of Field
    • McGuire Motion Blur
    • Bloom
    • TLOU-Styled Indirect Shadow
    • DDGI
    • Glossy GI
    • Refactoring
  • Mono
  • Particle System
  • Animation System

About

my dx12 playground

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Languages

  • C++ 82.6%
  • C 8.9%
  • HLSL 5.4%
  • C# 3.1%