Blaze is a renderer fully built with the DirectX Ray Tracing API at its core. It supports both ray & path tracing.
I started this personal project to expand my knowledge of DirectX and to learn how hardware accelerated ray tracing works on modern devices. Later on, I continued working on the project to replicate features of games that use DXR.
Blaze’s framework has been fully written in C++. The entire project is open-source and available on GitHub: https://github.com/stefanpgd/Blaze
This project was made in around two months of free time and was started in May 2024.
As of right now (June 18, 2025), I’m re-implementing some of the core logic of this project in my updated version of my Toy Renderer.

What did I do?
- Written a ray/path tracing rendering pipeline using DirectX Ray Tracing
- Expanded my personal DirectX library to support the DirectX Ray Tracing API together with helper functionality
- Added functionality for run-time adjustments to TLAS instances and materials, allowing for an editor
- Support for 3D models using the glTF format
- Support for EXR files to use for the environment map
- Implemented common techniques which help with shading & representations. Techniques like normal mapping, tone-mapping, stochastic sampling etc.
