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s<div align="center"> | ||
<div align="center"> | ||
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# `🌩️ Yasno` | ||
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**Personal DirectX 12 research p_renderer->GetDevice()-> oriented for fast iterations and easy usage** | ||
**Personal DirectX 12 research oriented renderer for quick iterations and easy usage** | ||
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</div> | ||
## Features | ||
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* Forward renderer | ||
* GLTF format support loading | ||
* Tonemapping | ||
* RTX pathtracing | ||
## Current research goal idea | ||
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Yasno has two modes - raster and pathtracing for reference image. | ||
Reference pathtracing use RTX for tracing rays from the camera to the world. Raster right now not use any of RTX features (but will in the future like RTXGI, RTXAO) | ||
* Main goal to achieve non blurry, not ghosty nice sharp looking picture which is close to the reference pathtracing image. I don't really want to use any TAA or upscaling for this research, so I want to revisit older technques like SMAA which expect image converge via single frame, however - will see.. | ||
* Second goal is to have very efficiient culling (up to each triangle) | ||
* Third goal is to load UE5 matrix city demo and run it with this renderer (yeah, not soon) | ||
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### Current features | ||
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* Forward raster renderer mode | ||
* RTX pathtracing renderer mode (materials WIP) | ||
* GLTF format loading | ||
* HDR Tonemapping (naive one, would be added more modes in the future like ACES and filmic) | ||
* Bindless textures | ||
* Single material, vertex, indices buffer | ||
* Indirect draw (almost finished) | ||
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### Planned close next features | ||
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* RTX Pathtracing with multiframe accumulation | ||
* Indirect frustum and occlusion cull via HZB | ||
* RTXGI | ||
* BRDF, BTDF and BSDF for different type materials to match pathtracing mode | ||
* Utilize physical light units | ||
* V Buffer | ||
* Yasno architecture refactoring (right now it *very* messy) | ||
* Shaders hot reloading (tracking for filesystem changes is there, but I want to make it right with include support) | ||
* Finish naive techniques like | ||
* CSM | ||
* PCF | ||
* PCSS | ||
* OIT | ||
* Volumetric fog | ||
* SSLR, SSAO (with RTX fallback) | ||
* DOF | ||
* Color grading | ||
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### Planned long term features | ||
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* Apex and triangle culling | ||
* Morph, skeletal animations | ||
* Scene saving and loading (research OpenUSD) | ||
* Texture streaming | ||
* Async scene loading |
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{ | ||
struct Primitive | ||
{ | ||
uint32_t index = 0; | ||
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PsoId pso_id = -1; | ||
PsoId shadow_pso_id = -1; | ||
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