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Renderer

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Renderer

Author: Arnas

BaseRenderer

DX11 Renderer

DX12 Renderer

Rendering Pipeline (Main)

1. Shadow Pass

Generates a show map from the directional light’s perspective.

Outputs:

2. Scene Pass

Renders scene colour and scene depth.

Outputs:

3. Occlusion Pass

Generates an occlusion buffer for the first version of volumetric lighting, inspired by GPU Gems 3.

Outputs:

4. Volumetric Pass

Performs volumetric lighting via ray marched participating media.

Stages:

5.1. Blend Pass

Combines all render targets (scene and volumetric lighting) into final frame.

Output:

5.2. Debug Pass

Renderers buffer views for debugging purposes.

Debug View:

Shaders

Volumetric Lighting - Goes over the main volumetric lighting of the artefact.

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