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MDXR

MDXR is my D3D12 deferred rendering engine written in C++. It features PBR shading, HDR environment lighting, and ray traced shadows.

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PBR Shading

MDXR uses PBR shading. PBR textures are loaded directly from GLTF models, including base color, normal, and combined occlusion/metal/roughness textures.

PBR shading

HDR Environment Lighting

MDXR is able to load HDR cubemaps and render the scene with specular and diffuse IBL.

orbit-environment.mp4

Deferred Rendering

MDXR uses a deferred rendering architecture. The scene is rendered to base color, normal, occlusion/metal/roughness, and depth gbuffers and lighting is computed in a seperate pass.

HDR environment lighting demo

Ray Traced Shadows

MDXR uses inline raytracing queries from DXR 1.1 to power its shadows. It can render dynamic shadows for point and directional lights.

point-shadows.mp4
directional-shadows.mp4

Bloom

MDXR achieves bloom by filtering pixels above a luminosity threshold and applying a blur to those pixels. This will make pixels too bright to be accurately represented by the monitor glow.

Bloom

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