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simco50/D3D12_Research

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simco50/D3D12_Research has 813 GitHub stars and 36 forks. GitHot measured 0 stars in 24 hours and -2 in 7 days. Last checked 2026-11-09 15:48 UTC. Last push 2026-04-19.

How these counts are measured

Personal hobby project to experiment with various rendering techniques.

What you can do

  • GPU driven rendering
  • 2 phase occlusion culling
  • Deferred texturing
  • Path tracing mode

Measured star growth

in 24h
0
in 7 days
-2
in 15 days
Collecting history
in 1 month
Collecting history

Net star changes over overlapping periods, not daily totals. Missing measurements are left blank. Stars measure attention, not software quality.

README.md

Original

D3D12 Toy Renderer

This is a personal toy renderer meant as a playground for experimenting with ideas and rendering techniques.

Requirements

  • Visual Studio 2022
  • Windows SDK 10.0.19041.0
  • DXR compatible GPU with Resource Heap Tier 3 support

Building

  • Run scripts/Generate_VS2022_Windows.bat to generate VS project files.
  • Open D3D12.sln and Compile/Run

Images

Visibility Buffer - Deferred Texturing

2 Phase Occlusion Culling Visibility Buffer Deferred Texturing

GPU Driven rendering with mesh shaders using the 2 Phase Occlusion algorithm to a visibility (ID) buffer.

Dynamic Diffuse Global Illumination (DDGI)

DDGI Disabled Path Traced

Render Graph

Resource re-use Graph visualization

CPU/GPU Profiler

Tiled and Clustered Light Culling

View Clustered Buckets Tiled Buckets

Volumetric Fog

Enabled Disabled

Reference path tracer

Concurrent Binary Tree - GPU driven runtime subdivision

Volumetric Clouds

Cascaded Shadow Maps

View Color Coded Cascades

Auto exposure

View

Some noteable features

  • GPU driven rendering
  • 2 phase occlusion culling
  • Render graph
  • Deferred texturing
  • Path tracing mode
  • Tiled light culling (Forward+)
  • Clustered light culling (Clustered Forward+)
  • Cascaded shadow maps
  • Volumetric lighting
  • Bindless resources, no input layouts
  • Compute particles
  • Dynamic eye adaptation
  • Screen space reflections (wip)
  • Raytraced reflections (wip)
  • Screen space ambient occlusion
  • Raytraced ambient occlusion (wip)
  • Temporal anti-aliasing
  • Microfacet BRDF
  • Shader hot-reloading

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