C++/HLSL Programming
D3D11 Deferred Renderer
Breakdown and Feature showcase
Project Overview
During my time at BTH, I had a course on advanced graphics programming, where I developed a D3D11 deferred renderer from scratch.
The renderer features the following features:
- Deferred shading pipeline with G-buffer and lighting passes
- Support for multiple light types including directional, point and spot lights
- Shadow mapping for directional and spot lights
- Tessellation support for high-detail geometry
- Compute shader integration for particles
- Quad-tree based frustum culling
- Dynamic cubemap reflection
- In-house obj and mtl parser/loader
Key Learnings
This project taught me the fundamentals of creating a directX 11 engine and the rendering pipeline. The experience was invaluable in understanding the complexities of modern graphics rendering and the importance of efficient resource management.