BRE Engine

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.

BRE rendering architecture diagram showing DirectX 12 rendering passes

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

Source code

The BRE source is available publicly on GitHub.

Videos