simco50/D3D12_Research
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.
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
OriginalD3D12 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.batto generate VS project files. - Open
D3D12.slnand Compile/Run
Images
Visibility Buffer - Deferred Texturing
| 2 Phase Occlusion Culling | Visibility Buffer Deferred Texturing |
|---|---|
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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 |
|---|---|---|
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Render Graph
| Resource re-use | Graph visualization |
|---|---|
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CPU/GPU Profiler

Tiled and Clustered Light Culling
| View | Clustered Buckets | Tiled Buckets |
|---|---|---|
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Volumetric Fog
| Enabled | Disabled |
|---|---|
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Reference path tracer
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Concurrent Binary Tree - GPU driven runtime subdivision
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Volumetric Clouds
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Cascaded Shadow Maps
| View | Color Coded Cascades |
|---|---|
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Auto exposure
| View |
|---|
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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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