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Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping

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It probably makes sense to move everything to compute to keep the end of the frame compute-only (I can't remember any other pixel passes along the way) without flushing/switching to...

enhancement

We use a pixel shader, however, we already have a smarter version of blurring a target with compute and groupshared memory in ```UpsampleBlur.hlsl```. We need to investigate if we want...

enhancement

Currently, the engine uses hardcoded starting setup values for every scene, however, we can parse them from the scene file like we do with other systems, such as camera, lighting,...

enhancement

Currently, the engine uses hardcoded starting setup values for every scene, however, we can parse them from the scene file like we do with other systems, such as camera, lighting,...

enhancement