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.
I plan to extend this project by implementing PBR techniques for my entry into this year's GradEx at the University of Staffordshire.
DirectX 12 Graphics API
Deferred Rendering & Lighting Pipeline
Post Processing Gaussian Blur & Depth of Field
Point, Spot and Directional Lights
Normal mapping