DirectX 11

The Game Graphics I course at RIT covered the basics of 3D rendering in DirectX 11. Professor Chris Cascioli provided starter code for Windows application setup, obj file reading, and demo code for creating objects and rendering them. From that point, I had to create cameras, render new 3D objects using constructed classes, create materials from different texture maps, create and render a skybox, create lights, and a post-process blur effect.

The objects, cameras, lights, and post-process are all editable and visible in a DearImGUI window.



Using what I learned about optimization, lighting and post-process effects, I was able to identify some key issues occurring in Neo-Versailles. That project suffered from a lack of lighting optimization and didn't use Unity's culling volumes to assist with the high volume of 3D objects present in levels. Much of the VFX were also spawning large numbers of particles each frame.