BRE Engine Architecture

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
 
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