Erfan-Ahmadi / CircleCollisionLinks
Implementing Different Methods of Circle to Circle Collision Detection using variety of new Technologies: Vulkan Graphics/Compute API, AVX2/AVX-512
☆62Updated 5 years ago
Alternatives and similar repositories for CircleCollision
Users that are interested in CircleCollision are comparing it to the libraries listed below
Sorting:
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 8 years ago
- ☆44Updated 6 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆16Updated 6 years ago
- ☆29Updated 7 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆38Updated 4 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆82Updated 8 years ago
- SPIR-V Code Generator / Graph Editor GUI☆67Updated 4 years ago
- A real-time OpenGL Compute shader based Progressive Path Tracer.☆17Updated 6 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- Copy of Morten S. Mikkelsen tangent space code☆49Updated 10 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆39Updated 6 years ago
- Vulkan-based implementation of clouds from Decima Engine☆57Updated 7 years ago
- OpenGL compute shader fluid☆23Updated 5 years ago
- This repo demonstrates 3 rendering algorithms: Forward Rendering Deferred Shading Forward+ (Tiled Forward Rendering)☆30Updated last year
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆88Updated 6 years ago
- ☆17Updated 7 years ago
- Experiment of global illumination in screen space☆89Updated 7 years ago
- Tiny quantization suite supporting conversion to/from half-floats, s/unorm bytes, quaternions and vectors (C++03).☆42Updated 10 years ago
- ☆44Updated 5 years ago
- Performance and bandwidth tester for D3D12 memory pools☆31Updated 2 years ago
- DirectX Raytracing Path Tracer☆58Updated 3 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Tutorial Project for Screen Space Reflection☆11Updated 10 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
- An exemple on how to use RenderDoc inside your engine.☆51Updated 11 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆50Updated 5 years ago
- OBJ model to 3D transparent texture converter☆40Updated 4 years ago