CheezBoiger / VikrLinks
Small Renderer using OpenGL and Vulkan API graphics. IN-DEVELOPMENT
☆19Updated 8 years ago
Alternatives and similar repositories for Vikr
Users that are interested in Vikr are comparing it to the libraries listed below
Sorting:
- Breakout with Vulkan to test Uniform Data Transfer Methods☆25Updated 5 years ago
- Tile-based SW rasterizer☆37Updated 6 years ago
- Vulkan Renderer☆31Updated last year
- SSE Frustum Culling Demo☆73Updated 4 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Physically Based Rendering With OpenGL (Attempt)☆50Updated 6 years ago
- Software rasterizer based on Larrabee's☆43Updated 9 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 8 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 11 years ago
- Discontinued OpenGL graphics framework. See https://github.com/Illation/ETEngine☆39Updated 8 years ago
- Library for shader debugging and profiling for Vulkan and OpenGL☆35Updated 2 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- ☆18Updated 9 years ago
- AMD supersample anti-aliasing (SSAA) sample based on DirectX 11☆44Updated 9 years ago
- MSAA Sample Pattern Inspector☆33Updated 10 years ago
- This repository is discontinued, see https://github.com/ValveSoftware/Fossilize☆35Updated 6 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆36Updated 7 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆65Updated 8 years ago
- A simple C++ 3D game engine with Vulkan support.☆37Updated 5 years ago
- Code-driven, simple and bloat-free GUI system.☆54Updated 6 years ago
- Fast, high-quality texture compression library for many formats☆50Updated 3 years ago
- Makma is a deferred Vulkan renderer written in C++.☆83Updated 4 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆41Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆63Updated 8 years ago
- ☆30Updated 7 years ago
- Graphics prototyping framework☆37Updated last week
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago
- Vulkan framework for Windows☆89Updated 6 years ago