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Render Projects
Personal Works
DXRenderer - DirectX 11 Renderer
I have been working on my DirectX 11 renderer called DXRenderer.
I have implemented:
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Clustered Deferred Shading, an efficient shading technique that culls local lights list which significantly improves the performance of the renderer
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Moment Shadow Map, a filtered soft shadow map variation
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Physically-based Rendering using Cook Torrance BRDF and Image-based Lighting based on Epic Games' UE4 Real Time Shading paper
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Screen Space Ambient Occlusion
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Screen Space Glossy Reflection
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3D Volumetric Light Halo Effect
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GPU profiler using DirectX 11 API
Screen Space Glossy Reflection

Physically-based Rendering, Image-based Lighting, Screen Space Glossy Reflection

Ambient Occlusion

DigiPen Projects
Ray Tracing
Path Traced Scene with Phong BRDF

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