Historical R&D · Graphics · DirectX 12 · Rendering Architecture
Historical project — 2017
This page documents BRE as it was developed at the time. It was lightly edited in 2026 for clarity and portfolio context; the project itself is not presented as current production work.
BRE (Bertoa Rendering Engine) is a rendering framework I built from scratch as a focused environment for studying modern real-time graphics architecture, DirectX 12, and rendering techniques.

Why I built it
I wanted more than isolated graphics demos: a codebase where I could reason about renderer architecture and then add techniques on top of a system I understood end to end. I originally explored DirectX 11, then restarted around DirectX 12 to learn the lower-level API and the architectural changes it introduced.
Architecture
Managers, helpers, scene representation, scene generation, render orchestration, and command-list execution.
Rendering passes
Geometry, environment lighting, skybox, tone mapping, post processing, and ambient occlusion.
What this project taught me
- Renderer architecture becomes much easier to reason about when the full resource and command flow is visible rather than hidden behind a high-level engine.
- Building a reusable framework creates a better experimental environment than collecting disconnected graphics demos.
- Low-level graphics work strengthens the ability to reason about performance, data flow, synchronization, and rendering trade-offs even when working later inside a larger engine.
BRE is historical work, not my current production stack. I keep it visible because it documents the C++ and graphics foundation behind my current Unreal Engine and real-time R&D work.
Architecture series
- Part 1 — Overview
- Part 2 — Managers
- Part 3 — Helpers
- Part 4 — Scene Format
- Part 5 — Scene Generation
- Part 6 — Render Manager & Command List Executor
- Part 7 — Geometry Pass
- Part 8 — Environment Light Pass
- Part 9 — Skybox Pass
- Part 10 — Tone Mapping & Post-Process Pass
- Part 11 — Ambient Occlusion Pass
Source code
The BRE source is available publicly on GitHub.