A high-performance, modern graphics engine built in C++ and DirectX 12, designed for real-time rendering and experimentation with advanced rendering techniques.
- Custom DescriptorHeap Allocators for
D3D12DescriptorHeap - Raw Memory Allocators for C++ containers
- Automatic Shader Binding System (EduBinding) uses
D3D12ShaderReflection, with static and dynamic resources - Bindless Rendering for large numbers of textures and buffers
Realistic materials with Image-Based Lighting and dynamic reflections
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PBR_Demo.mp4 |
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Parallel command list generation for faster CPU rendering
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Concurrent rendering with Direct, Compute and Copy queues for max GPU utilization
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AsyncComputeDemo.mp4 |
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Culling and dynamic LODs for efficient rendering of complex geometry
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- Temporal Anti-Aliasing (TAA)
Smooth edges and stable image over time with history accumulation
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- Reverse Z Buffer for improved depth precision
- Resource State Tracking & D3D12 Barrier Management
- Custom Meshlet Generator Tool (uses meshoptimizer)















