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MillRenderer

My hobby renderer. The development is in progress.

At default setting, it renders Sponza. Sponza Screen Shot

Features

  • First version is based on and refered sample projects of ProjectAsura.
  • Currently, I concentrate on developing various rendering passes and expressions.
    • I postpone applying various optimizing techniques. Big techniques that ZPrePass, deferred rendering or some other thing, and smaller techniques.
  • D3D12 application.
  • All shaders are compiled as SM6.6 so far.
  • Tested only on RTX3060. Not tested yet on Radeon.
  • Multi render target base pass. (Scene color, depth, normal and metallic roughness).
  • Forward renderer so far.
  • Internal rendering resolution is fixed to 1920x1080 regardless of the window resolution so far.
  • Direcitonal light with shadow map. (single shadow map so far)
  • Spot lights with shadow map.
  • Point lights without shadow map.
  • Volumetric Fog
  • Postprocess
    • SSAO
    • SSR
    • Temporal AA (Optionary FXAA)
    • Bloom
    • Motion Blur
    • Tonemap

About some assets license

Assets are from https://github.com/monguri/glTF-Sample-Viewer-Release. About their licenses, look that repositry.

tessellator.cpp and tessellator.hpp belong to Microsoft. About their licenses, confirm the Microsoft's license description.

How to execute and operate

  • "Download zip"
  • Execute Sample\project\x64\[Debug, Release]\Sample.exe
  • You can operate camera by mouse.

How to build

  • You must get project by git clone --recursive.
    • "Download zip" does not include submodule.
  • Build Sample\project\Sample.sln with Visual Studio 2022.

Future plans

  • SSGI
  • Deferred rendering.
  • Sky and cloud.
  • Visibility map.
  • Cascade shadow map. Point light shadow map.
  • Some other optimizing techiniques.
  • Vulkan support.
  • etc.

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