# GravityEngine **Repository Path**: GuNQK/GravityEngine ## Basic Information - **Project Name**: GravityEngine - **Description**: my dx12 playground - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-01-20 - **Last Updated**: 2021-01-20 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Gravity Engine ## Introduction ![Icon](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/GravityEngine.png) This is my personal game engine project that uses DirectX 12 exclusively for rendering. ![Preview](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/Preview.png) ## Features PBR ![PBR_1](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/PBR_1.png) ![PBR_2](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/PBR_2.png) ![PBR_3](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/PBR_3.png) Manipulation Gizmo ![Manipulation](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/Manipulation.gif) Clustered Deferred (1000 lights) ![Clustered](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/Clustered.jpg) Temporal Anti-Aliasing ![TAA](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/TAA.png) Cascaded Shadow Map ![CSM](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/CascadedShadowMap.png) Percentage Closer Soft Shadow ![PCSS](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/PCSS.png) Capsule Soft Shadow ![CapsuleShadow](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/CapsuleShadow.png) Signed Distance Field Baking ![SDF_Baking](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/SDF_Debug_2.png) SDF Ray-Traced Shadow ![SDF_Shadow_1](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/SDF_Shadow_1.png) ![SDF_Shadow_2](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/SDF_Shadow_2.jpg) Ground Truth Ambient Occlusion & Reflection Occlusion ![AO_RO](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/AO_RO.png) Stochastic Screen Space Reflection with - Importance GGX - Prefilter - HiZ Tracing - BRDF-weighted resolve ![SSR](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/SSR.png) Depth of Field ![SSR](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/DoF.png) Motion Blur ![SSR](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/MotionBlur.png) Bloom ![SSR](https://github.com/MrySwk/GravityEngine/blob/master/screenshot/Bloom.png) ACES Tone Mapping & Uncharted 2 Tone Mapping ## Dependencies
**1. DirectXTK12** **2. fbxsdk** copy *FBX SDK\2019.2\lib\vs2017\x64\debug\ {libfbxsdk.dll,libfbxsdk.lib,libfbxsdk.pdb}* to *Debug\Build* **3. boost** **4. DirectXTex** ## todo - [x] Editor - [x] Scene Serialization - [x] Manipulation Gizmo - [ ] Renderer - [x] TBDR/CBDR - [x] PBR - [x] Temporal AA - [x] Occlusion Culling - [x] CSM/PCSS - [x] Signed Distance Field Ray-Traced Shadow - [x] GTAO/GTSO - [x] Stochastic SSR - [X] Depth of Field - [x] McGuire Motion Blur - [x] Bloom - [ ] TLOU-Styled Indirect Shadow - [ ] DDGI - [ ] Glossy GI - [ ] Refactoring - [ ] Mono - [ ] Particle System - [ ] Animation System