GameTechDev / MaskedOcclusionCullingLinks
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
☆653Updated last month
Alternatives and similar repositories for MaskedOcclusionCulling
Users that are interested in MaskedOcclusionCulling are comparing it to the libraries listed below
Sorting:
- OpenGL sample for shader-based occlusion culling☆551Updated last year
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆937Updated 4 months ago
- Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.☆407Updated 2 years ago
- GPU-based Forward+ renderer☆541Updated 5 years ago
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆657Updated 11 months ago
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆736Updated last year
- vulkan abstraction layer that represent frame as a task graph☆426Updated 4 years ago
- ISPC Texture Compressor☆464Updated last year
- Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources.☆564Updated 6 years ago
- GPU texture/buffer performance tester☆649Updated 4 years ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆648Updated 8 months ago
- Real-time BC6H compression on GPU☆364Updated 2 years ago
- Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.☆689Updated 8 years ago
- Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while main…☆413Updated 2 years ago
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆410Updated 5 years ago
- MSAA and Temporal AA Sample☆343Updated 4 years ago
- Shader cross compiler to translate HLSL (Shader Model 4 and 5) to GLSL☆361Updated 6 years ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆810Updated last week
- optimized screen-space ambient occlusion, cache-aware hbao☆370Updated last year
- DirectX 11 Renderer written in C++11☆285Updated 4 years ago
- A Vulkan implementation of real-time PBR renderer☆398Updated 8 years ago
- A state-of-the-art software occlusion culling system☆292Updated 3 years ago
- Adaptive Screen Space Ambient Occlusion☆252Updated 2 years ago
- Experimentation framework for probe-based lighting☆429Updated 2 weeks ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆881Updated 3 months ago
- ☆478Updated 3 years ago
- Clustered shading implementation with bgfx☆458Updated 3 years ago
- Chop 3D objects to meshlets☆448Updated 2 years ago
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆364Updated 5 years ago
- ☆475Updated 6 years ago