HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/
☆67Feb 29, 2024Updated 2 years ago
Alternatives and similar repositories for ThreadGroupIDSwizzling
Users that are interested in ThreadGroupIDSwizzling are comparing it to the libraries listed below. We may earn a commission when you buy through links labeled 'Ad' on this page.
Sorting:
- インスタントラジオシティ。VPLを発射する。☆17Feb 19, 2014Updated 12 years ago
- Small library for D3D12. Provides assert-like macro for HLSL that crashes the GPU.☆55Aug 21, 2023Updated 2 years ago
- Source Code for EG 2025 Paper "Many-Light Rendering Using ReSTIR-Sampled Shadow Maps"☆24Jul 28, 2025Updated 7 months ago
- SH coefficients generated from cubemap texture to achieve irradiance used as light probe.☆11Jun 21, 2018Updated 7 years ago
- Variable Rate Shading and Depth of Field☆99Jan 3, 2023Updated 3 years ago
- Outdoor Light Scattering Sample☆245Jun 5, 2017Updated 8 years ago
- ☆26Jan 16, 2020Updated 6 years ago
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆747May 10, 2024Updated last year
- Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"☆501Jul 20, 2025Updated 8 months ago
- ☆18Aug 16, 2025Updated 7 months ago
- Radix Sort implemented in DirectCompute☆21Feb 5, 2014Updated 12 years ago
- Graphics Experiment - YCoCg Frame Buffers☆18Feb 5, 2020Updated 6 years ago
- Research project evaluating Voxelized Shadows for rendering high quality precomputed shadows in real time, with low storage requirements.☆37May 10, 2017Updated 8 years ago
- BVH Construction and Traversal Library☆96Feb 1, 2026Updated last month
- GPU Reshape (GRS) is an API & vendor agnostic instrumentation framework, with instruction level validation.☆478Updated this week
- Assets used during the creation of SEED's Project PICA PICA☆81Sep 27, 2019Updated 6 years ago
- GPU texture/buffer performance tester☆678Nov 19, 2020Updated 5 years ago
- Implementation of "Deep G-Buffers for Stable Global Illumination Approximation" using OpenGL 4.5☆11Jul 12, 2019Updated 6 years ago
- revisiting a known normal transformation in computer graphics☆325Jul 21, 2019Updated 6 years ago
- D3D12 Rendering Engine☆402Sep 7, 2025Updated 6 months ago
- ☆376Jun 6, 2014Updated 11 years ago
- Lens flare☆143Jul 14, 2019Updated 6 years ago
- Single Pass Downsampler (SPD)☆204Oct 15, 2022Updated 3 years ago
- Repository with HLSL and GLSL sample code for self-intersection avoidance in DXR and Vulkan☆20Dec 4, 2023Updated 2 years ago
- Code sample accompanying the article "Crash Course in BRDF Implementation"☆338Aug 24, 2023Updated 2 years ago
- A collection of HLSL functions one can include to use spherical harmonics in shaders. This repository can be simply be used as a submodul…☆262Aug 27, 2021Updated 4 years ago
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆828Dec 8, 2025Updated 3 months ago
- Experimentation framework for probe-based lighting☆433Oct 8, 2025Updated 5 months ago
- AMD compute-based tiled lighting sample based on DirectX 11☆76Sep 8, 2016Updated 9 years ago
- Improved Blue Noise Generator☆41Nov 11, 2025Updated 4 months ago
- AMD ARR team rendering framework☆454Nov 20, 2025Updated 4 months ago
- Unreal Engine Sky Atmosphere Rendering Technique☆801Sep 11, 2022Updated 3 years ago
- An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.☆137Jan 24, 2024Updated 2 years ago
- RTX Memory Utility Library helps to reduce and compact ray tracing memory for games☆134Oct 30, 2025Updated 4 months ago
- DirectX 12 Renderer☆367Jun 22, 2021Updated 4 years ago
- Personal hobby project to experiment with various rendering techniques.☆763Aug 5, 2025Updated 7 months ago
- Importance-sampled FAST Noise☆43Jun 18, 2025Updated 9 months ago
- FidelityFX Parallel Sort☆118Oct 8, 2021Updated 4 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆34Jan 29, 2022Updated 4 years ago