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Bloom with Hardware Mipmap Generation

Technical
Implemented a multi-LOD bloom system powered by GPU compute shader mipmap generation in the Eurekiel custom DirectX 12 deferred rendering engine. Techniques include a 7-level tile atlas with 7x7 Gauss...

SSR Water in Deferred Rendering

Technical
Implemented a complete water rendering system in the Eurekiel custom DirectX 12 deferred rendering engine, featuring view-space ray marched SSR with binary refinement, multi-layer normal distortion fo...

Volumetric Light in Deferred Rendering

Technical
Implemented a screen-space volumetric light using shadow map ray marching in the Eurekiel custom DirectX 12 deferred rendering engine. Techniques include sun elevation gating, directional scattering m...

Volumetric Cloud in Deferred Rendering

Technical
Implemented a dual-layer cloud rendering system in the Eurekiel custom DirectX 12 deferred rendering engine, combining CPU-driven Sodium-style geometry clouds with screen-space ray marched volumetric...

Using MDX

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Markdown Style Guide

Guide
Here is a sample of some basic Markdown syntax and style that can be used when writing Markdown content in Astro framework. Remember, Markdown renderer has heavily tweaked by Caizii