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.