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Hyperion

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Tags: C++ DirectX 11 / 12 Rendering Engine Real-Time Graphics Performance Optimisation

Overview

This project looks at creating realistic and optimised volumetric lighting/fog. Fully built up from the ground up from the architecture of the framework, object loader, texture manager and much more. Works best with volume-bound volumetric lighting, which allows cities to be encased in volumetric fog and particle lights in a showroom. Currently looking into DirectX 12.

Next Steps

Documentation

📋 Documentation