Uploaded June 2017 | Updated September 2026, 9 hours ago
This is my Nsight graphics debugging and profiling tutorial. I try to show some of the most important features.
My game engine: github.com/turanszkij/WickedEngine
This is my Nsight graphics debugging and profiling tutorial. I try to show some of the most important features.
My game engine: github.com/turanszkij/WickedEngine


![Decal rendering [DX11]
Decals rendered in a deferred pass, in screen space. Scene information comes from a G-buffer, decals are rendered as boxes, projected onto the scene, then clipped against the box. No geometry manipulation is required in this technique. Decal rendering [DX11]](https://i.ytimg.com/vi/rUOKIrfpHGw/mqdefault.jpg)




![Wicked Engine - Voxel GI [C++][DX11]
I implemented a real time voxel based global illumination into my graphics engine. It supports multiple light bounces, ambient occlusion and reflections, too. It Works by first rendering the scene around the viewer into a 3D texture in real time, with light contribution applied. I use a 256*256*256 resolution texture. Then the light is bounced around using cone tracing inside the texture (which is the second light bounce). Then in the pixel shader, we perform cone tracing again and this is our first light bounce and second light bounce combined. We approximate a hemisphere with some cones and average them for this.
The reflection cone tracing is similar, but with do the cone tracing with one ray.
By the way, cone tracing is just a raymarching which samples from increased mip levels in each step.
Source code available at: https://github.com/turanszkij/WickedEngine
Music: Deus Ex - UNATCO Theme Wicked Engine - Voxel GI [C++][DX11]](https://i.ytimg.com/vi/siui7gLxcIQ/mqdefault.jpg)


