There are 2 repositories under dxr topic.
High-Performance Rendering Framework on Stream Architectures
Rendergraph-based graphics engine written in C++ using DirectX12
A testbed project for Unity real-time ray tracing features
A DXR path tracer with OptiX denoising. 5 months worth of research, trial & error as part of a project to learn and understand DirectX Raytracing & raytracing concepts.
Experimental MMD renderer using DX12 and DXR.
A path tracing demo using hardware accelerated ray tracing in Unity
Curated collection of projects leveraging NVIDIA RTX technology (OptiX, DXR, VKR)
DirectX Raytracing Tutorials in CSharp
Assets used during the creation of SEED's Project PICA PICA
Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR
4DViews volumetric video with Unity DXR realtime ray tracing
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
Personal repository of tutorials and examples to understand the basics of DirectX 12 Raytracing (DXR)
Simple DXR powered PathTracer in Unity
Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.
A lightweight prototyping framework for DirectX Raytracing that runs on Microsoft DXR Fallback Layer.
XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.
A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/NvRTX/UnrealEngine/tree/NvRTX_Caustics).
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
Polarization parameters and polarizing filters in real-time ray tracing with DXR and the Stokes-Mueller calculus
Implementation of a real-time path tracer using the monte carlo algorithm for ray tracing in DirectX 12 with DLSS for performance optimization
toy path-tracing with dx backend
Real-time fluid simulation using smoothed particle hydrodynamics (SPH) by taking advantage of GPU hardware ray tracing for particle neighbor search.
A sample project that demonstrates how to sample mesh vertex attributes in ray tracing shader code
Unity sample project using instancing in HDRP path tracing.