Hi, community.
BRE is a rendering framework or engine (under development) which purpose is to have a codebase on which develop techniques related to computer graphics and also to apply the stuff I learn about DirectX 12. I just write a series of articles about its architecture, problems, limitations, techniques, passes, scene format, etc.
Its main page is located at https://nbertoa.wordpress.com/bre/
You can access the different articles I wrote about it in the following list
BRE ARCHITECTURE SERIES PART 1 – OVERVIEW
BRE ARCHITECTURE SERIES PART 2 – MANAGERS
BRE ARCHITECTURE SERIES PART 3 – HELPERS
BRE ARCHITECTURE SERIES PART 4 – SCENE FORMAT
BRE ARCHITECTURE SERIES PART 5 – SCENE GENERATION
BRE ARCHITECTURE SERIES PART 6 – RENDER MANAGER AND COMMAND LIST EXECUTOR
BRE ARCHITECTURE SERIES PART 7 – GEOMETRY PASS
BRE ARCHITECTURE SERIES PART 8 – ENVIRONMENT LIGHT PASS
BRE ARCHITECTURE SERIES PART 9 – SKYBOX PASS
BRE ARCHITECTURE SERIES PART 10 – TONE MAPPING PASS AND POST PROCESS PASS
BRE Demo #1: Physically Based Rendering
BRE Demo #2: Normal Mapping
BRE Demo #3: Color Mapping and Height Mapping
My intention is to share my knowledge and also receive feedback/improvements.
Thanks! And hope you find it useful
BRE is a rendering framework or engine (under development) which purpose is to have a codebase on which develop techniques related to computer graphics and also to apply the stuff I learn about DirectX 12. I just write a series of articles about its architecture, problems, limitations, techniques, passes, scene format, etc.
Its main page is located at https://nbertoa.wordpress.com/bre/
You can access the different articles I wrote about it in the following list
BRE ARCHITECTURE SERIES PART 1 – OVERVIEW
BRE ARCHITECTURE SERIES PART 2 – MANAGERS
BRE ARCHITECTURE SERIES PART 3 – HELPERS
BRE ARCHITECTURE SERIES PART 4 – SCENE FORMAT
BRE ARCHITECTURE SERIES PART 5 – SCENE GENERATION
BRE ARCHITECTURE SERIES PART 6 – RENDER MANAGER AND COMMAND LIST EXECUTOR
BRE ARCHITECTURE SERIES PART 7 – GEOMETRY PASS
BRE ARCHITECTURE SERIES PART 8 – ENVIRONMENT LIGHT PASS
BRE ARCHITECTURE SERIES PART 9 – SKYBOX PASS
BRE ARCHITECTURE SERIES PART 10 – TONE MAPPING PASS AND POST PROCESS PASS
BRE Demo #1: Physically Based Rendering
BRE Demo #2: Normal Mapping
BRE Demo #3: Color Mapping and Height Mapping
My intention is to share my knowledge and also receive feedback/improvements.
Thanks! And hope you find it useful
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