RealEngine
My toy engine, mainly for rendering experiment and prototyping.
Install / Use
/learn @zhaijialong/RealEngineREADME
RealEngine
My toy engine, mainly for rendering experiment and prototyping.
It requires a GPU which supports DX12 Ultimate with latest driver.
It is not supposed to be used in production, and prefers clean design and code over being heavily optimized.

some highlights
- utilize latest DX12 features, such as raytracing, mesh shaders, HLSL 2021, etc.
- render graph based architecture, with automatic barriers and transient resources management
- fully bindless resources with SM6.6
- two-phase occlusion culling (like Ubi's GPU driven pipeline). no matter how many different meshes and textures, always two drawcalls(indirect DispatchMesh) per PSO.
- hybrid rendering with raytracing
Print,DrawLinefunctions in shaders which can be very useful for debugging
planned features
- [x] render graph(barriers, resource aliasing, async compute)
- [x] GTAO
- [x] specular GI
- [x] diffuse GI
- [x] clustered shading
- [x] Bloom
- [x] Auto Exposure
- [x] TAA
- [x] CAS
- [x] meshlet
- [x] RTX
- [x] a reference pathtracer
- [x] FSR2/DLSS/XeSS
- [x] DOF
- [x] motion blur
- [ ] visibility buffer
- [ ] Direct Storage
- [ ] maybe volumetric cloud/fog, water/ocean simulation, large-scale landscape, or any random things
