These are raster-based and real time path traced rendering engines I created in undergrad using the DirectX 11 and 12 API as part of a graphics programming class. I created different material examples like metal, glass, and completely rough materials for the path tracer. I learned how to add cameras, lights, meshes, textures, etc. to the scene. I also learned how to create simple particle effects using C++ and HLSL.
Additionally, I expanded on this project by adding post processes like blur and screen spaced ambient occlusion to the scene
DX11 Rendering: https://github.com/rr1396/RasterBasedRendering
DX12 Pathtracer: https://github.com/rr1396/real-time-pathtracer-DX12
DX12 Real time path tracer
DX11 Raster based rendering with buffer visualization
Blur post process and Screen-spaced ambient occlusion
Particle effects in DX11