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Overview

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.

Techniques

  • 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

Controls

  • WASD + QE + Arrow Keys - Move the camera
  • Hold L - Switch to secondary camera
  • Hold K - Enable wireframe mode

Demo Scene

Demo Scene

Technique Demonstrations

Billboarded Particles

Particles

Level of Detail (Tessellation)

Tessellation

Frustum Culling (Quadtree)

Quadtree

Dynamic cubic environment mapping

cubic

How To compile?

  1. Clone the repository:
    git clone https://github.com/FilleDev/DX11Renderer
  2. Open the project in Visual Studio and run it.