1. ComputerasterReal-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization (fine rasterization, which calls the pixel shaders).
2. FluidX12Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space) demo I. Fast volume rendering using our novel ray marching with smoke simulations by Eulerian grid method for solving Navier-Stokes equation.
3. NonuniformBlurAuthors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo I (just for reference). A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle (theoratica…
4. VoxelizerX12DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
5. XUSGXUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs.
6. RenderingX12Partially open source: real-time scene rendering using XUSG based on DirectX 12. 纯粹秀秀demo……ただ、デモを見せるため……
7. RayTracedGGXRay tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.
8. Character12DirectX 12 character animation and rendering. Note: currently, there is no AA deployed in this sample, because it originally worked with temporal AA in my full scene rendering; please use AA settings in the panel provided by your graphics-card vendor for a better visualization.
9. IrradianceMapAuthors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo II. Real-time dynamic irradiance mapping.