Raster Based DirectX11 Scene

This is a 3-month long project where I started with a basic 2d DirectX11 scene and built on the project every week in my Game Graphics Programming Class. I added various classes like Camera and Transform to turn the 2d scene into 3d. Other classes like mesh, material, and game entity were added to import 3d mesh files and add textures. I worked with vertex and pixel shaders to accurately display materials using albedo, normal, metal and roughness textures. Additionally, I added a post process blur to the scene and implemented Screen Spaced Ambient Occlusion
GitHub
Skills used:
C++
DirectX11 API
HLSL


