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nbertoa

DX12 BRE Engine Architecture

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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 ARCHITECTURE SERIES PART 11 - AMBIENT OCCLUSION PASS

My intention is to share my knowledge and also receive feedback/improvements.

Thanks! And hope you find it useful

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