A hybrid rasterization-raytracing renderer based on DirectX 12 and DirectX Raytracing
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Updated
Jan 13, 2023 - HLSL
A hybrid rasterization-raytracing renderer based on DirectX 12 and DirectX Raytracing
Real-time fluid simulation using smoothed particle hydrodynamics (SPH) by taking advantage of GPU hardware ray tracing for particle neighbor search.
RTX Progressive Refinement Radiosity
Implementation of a real-time path tracer using the monte carlo algorithm for ray tracing in DirectX 12 with DLSS for performance optimization
DXR raytracing demo with skeletal animations
Simple example of DirectX Raytracing usage. Tries to use different paradighms. Simplest scene graph and kind of an engine here.
Unity sample project using instancing and per-instance shader properties in Ray Tracing
Main focus of this repo is to present basic path tracer using DXR - created application allows to move around and control how path tracing algorithm will be used (RTX 20/30 or GTX 16 required)
A sample project that demonstrates how to sample mesh vertex attributes in ray tracing shader code
Unity sample project using dynamic Mesh geometries in a RTAS
toy path-tracing with dx backend
Unity sample project using instancing in HDRP path tracing.
Polarization parameters and polarizing filters in real-time ray tracing with DXR and the Stokes-Mueller calculus
Minimal starter app using DirectX Raytracing API with Fallback Layer, adopted from Microsoft DirectX Graphics Samples
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
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