Rendergraph-based graphics engine written in C++ using DirectX12
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Updated
Jun 8, 2024 - C++
Rendergraph-based graphics engine written in C++ using DirectX12
High-Performance Rendering Framework on Stream Architectures
toy path-tracing with dx backend
A testbed project for Unity real-time ray tracing features
Experimental MMD renderer using DX12 and DXR.
Real-time fluid simulation using smoothed particle hydrodynamics (SPH) by taking advantage of GPU hardware ray tracing for particle neighbor search.
XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.
XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs.
DirectX Raytracing Tutorials in CSharp
Real-time GPU path tracing with a USD Hydra render delegate
Graphics API wrapper is written in C++ on top of DirectX 12, Vulkan and Metal. Provides main features including ray tracing.
A path tracing demo using hardware accelerated ray tracing in Unity
Unity sample project using instancing and per-instance shader properties in Ray Tracing
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