This project is a real-time renderer built using DirectX 11, developed during my second year at university. The primary goal was to gain hands-on experience with modern real-time rendering techniques and low-level graphics programming.
- Deferred rendering pipeline
- OBJ model loading and asset handling
- Shadow mapping for dynamic lighting
- GPU-based billboarded particle system
- Level of Detail (LOD) implemented using tessellation
- Frustum culling using a quadtree to improve performance
- Dynamic cubic environment mapping for real-time reflections
- WASD + QE + Arrow Keys - Move the camera
- Hold L - Switch to secondary camera
- Hold K - Enable wireframe mode
- Clone the repository:
git clone https://github.com/FilleDev/DX11Renderer
- Open the project in Visual Studio and run it.




