C++ Engine Deferred Rendering Technique

Project Description

This project is part of my MSc degree in Computer Science and involved building a DirectX 11 graphics engine from ground up. It had to include shadows, lighting, reflections and particles as well as be rendered using Deferred Rendering Technique. It was tested with Parasoft to ensure a high quality of the code. As bonuses I learned how to use COM pointers and implemented AntTweak Bar to make the debugging of various problems easier.


  • Setting up a DirectX 11 environment
  • Multiple buffers for deferred lighting pass
  • Shadow mapping
  • Big amount of dynamic point lights(visible in the explosion)
  • GPU instanced rendering for the terrain
  • CPU particle system
  • Procedural generated normal maps