As part of my Advanced Real-Time Graphics module at university, I created a deferred rendering engine using DirectX 12 as a way to challenge myself and build on knowledge gained in a previous graphics module which used DirectX 11. The engine additionally implements deferred lighting and normal mapping.
For my entry into the University of Staffordshire's 2025 GradEx show, I extended my framework to support PBR materials and real-time raytraced direct lighting.
Raytraced Rendering w/ Physically Based Materials + Real-time Direct Lighting
Deferred Rendering & Lighting w/ Diffuse-Specular Materials + Direct Rasterised Lighting
DirectX 12 Graphics API
Rasterised Deferred Rendering + Lighting & Diffuse-Specular Materials
Raytraced Lighting & PBR Materials
Post Processing Gaussian Blur & Depth of Field
Point, Spot and Directional Lights
Normal mapping