Ray Trace 资料

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(1)
DXR Path Tracer
https://github.com/therealmjp/dxrpathtracer

This project is a very basic unidirectional path tracer that I wrote using DirectX Raytracing, also known as DXR. I mostly did this to learn the new API, and also for a bit of fun. Therefore you shouldn't take this as an example of the best or most performant way to implement a path tracer on the GPU: I mostly did whatever was fastest and/or easiest to implement! However it could be useful for other people looking for samples that are bit more complex than what's currently offered in the offical DirectX sample repo, or for people who want to start hacking on something and don't want to do all of the boring work themselves. Either way, have fun!

(1)
microsoft/DirectX-Graphics-Samples
https://github.com/Microsoft/DirectX-Graphics-Samples

DirectX-Graphics-Samples
This repo contains the DirectX 12 Graphics samples that demonstrate how to build graphics intensive applications for Windows 10.

We invite you to join us at our discord server. See our YouTube channel for tutorials, our spec repo for engineering specs of our features and devblogs for blog posts. Follow us on Twitter @DirectX12 for the latest! See the related links section for our full list of DX12-related links.

Finally, make sure that you visit the DirectX Landing Page for more resources for DirectX developers.

MiniEngine: A DirectX 12 Engine Starter Kit
In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.

It came from a desire to quickly dive into graphics and performance experiments. We knew we would need some basic building blocks whenever starting a new 3D app, and we had already written these things at countless previous gigs. We got tired of reinventing the wheel, so we established our own core library of helper classes and platform abstractions. We wanted to be able to create a new app by writing just the Init(), Update(), and Render() functions and leveraging as much reusable code as possible. Today our core library has been redesigned for DirectX 12 and aims to serve as an example of efficient API usage. It is obviously not exhaustive of what a game engine needs, but it can serve as the cornerstone of something new. You can also borrow whatever useful code you find.

Some features of MiniEngine
High-quality anti-aliased text rendering
Real-time CPU and GPU profiling
User-controlled variables
Game controller, mouse, and keyboard input
A friendly DirectXMath wrapper
Perspective camera supporting traditional and reversed Z matrices
Asynchronous DDS texture loading and ZLib decompression
Large library of shaders
Easy shader embedding via a compile-to-header system
Easy render target, depth target, and unordered access view creation
A thread-safe GPU command context system (WIP)
Easy-to-use dynamic constant buffers and descriptor tables


 

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