Repository files navigation

NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

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Packages

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all \u003cpre\u003e\u003ccode\u003e blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks"); } } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); } })(); (function(){ try { var __m = "github.com"; var __re = new RegExp('^' + "github\\.com" + '
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NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

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Packages

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length \u003e 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

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DX12 C++20 rendering engine

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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NextGen

Introduction

NextGen is a special-purpose 3D rendering engine written in modern C++. It uses DirectX 12 exclusively as rendering API.

Requirements

Build

  • Visual Studio 2019 16.8.X (older versions are not supported) with C++ development workload and Windows 10 SDK version 10.0.19041.0.

Run

  • Windows 10 v1809
  • DX12 GPU/driver with suport for the following features:
    • Resource binding tier 2 or higher (unlimited texture count accessible in shader)
    • Shader Model 6.0
    • HLSL SIMD ops
    • root signature 1.1
    • WriteBufferImmediate
  • CPU instruction extensions:
    • SSE
    • AVX

Current implementation status

  • Vector math library with HLSL-like syntax including swizzles. Incorporates compile-time WAR hazard detector for copy elision optimization.
  • BVH with configurable structure - quadtree/enneatree (2D), octree/icoseptree (3D), and 2 split techniques - regular/mean.
  • Batched terrain vector data rendering subsystem. All objects in a BVH node rendered in 1 draw call.
  • Novel temporal 2-phase occlusion culling technique. Screen areas without previous frame occlusion information estimated via AABB occlusion accumulation in stencil buffer.
  • Render pipeline with multithreaded stages building.
  • Multithreaded BVH traverse, including frustum culling and occlusion culling benefit estimation (which is used to reduce number of nodes for which occlusion culling will be performed, it rejects nodes that are probably visible or containing too small geometry compared to its size), it implemented with SSE (2D) and AVX (3D) intrinsics.
  • Multithreaded command lists recording. Number of threads is limited in order to avoid CPU oversubscription.
  • Rendering commands for objects consisting of several subobjects prerecorded into bundles. It results in 1 ExecuteBundle call per object during direct command list recording.
  • Batched GPU work submission.
  • Automated barrier batching system.
  • Render passes support - brings GPU perf boost (especially for tiled architectures).
  • Resource GPU lifetime tracking and frame versioning.
  • Resource allocation optimizations (e.g. place vertex and index data into single buffer).
  • Threadsafe VRAM allocators with hybrid sync approach: lock-free vast majority of time, blocking on new chunk allocation or ring buffer wrap.
  • PBR lighting using GGX NDF with height-direction-correlated Smith G term for specular and GGX diffuse approximation. Bidirectional Fresnel specular<->diffuse interface.
  • Adaptive specular SSAA.
  • Direct sun lighting with atmospheric Rayleigh scattering.
  • Adaptive autoexposure/tonemapping. Wave intrinsics from Shader Model 6.0 used to accelerate final reduction steps in log average and max luminance calculation process.
  • Lens flare.
  • Bokeh DOF with autofocus. 4-layer sprite based scattering with diaphragm edge antialiasing and background reconstruction.
  • MSAA/CSAA/EQAA antialiasing with HDR-aware resolve.

About

DX12 C++20 rendering engine

Resources

Stars

17 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages