LouisBavoil / ThreadGroupIDSwizzling
HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/
☆62Updated 10 months ago
Alternatives and similar repositories for ThreadGroupIDSwizzling:
Users that are interested in ThreadGroupIDSwizzling are comparing it to the libraries listed below
- Assets used during the creation of SEED's Project PICA PICA☆73Updated 5 years ago
- Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.☆36Updated 2 years ago
- A DirectX12-based C++-application that allows graphics programmers to learn and experiment with the new Work Graphs feature using HLSL sh…☆63Updated 2 months ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 3 years ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆94Updated 3 months ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆53Updated 3 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆115Updated 3 weeks ago
- DX12 Path Tracer with ShaderToy interop☆43Updated this week
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆72Updated 8 months ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆54Updated last week
- A compute/workgraph workload running inside the Cauldron framework☆23Updated 10 months ago
- ☆128Updated last year
- A hybrid Vulkan renderer with a Render Graph, capable of real-time global illumination and ray-traced reflections.☆33Updated last year
- Small library for D3D12. Provides assert-like macro for HLSL that crashes the GPU.☆51Updated last year
- Collection of meshlet generation algorithms☆97Updated last year
- LucidRaster: real-time GPU software rasterizer for exact OIT☆34Updated this week
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆79Updated 4 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆76Updated 2 years ago
- Repo for KickstartRT demo application☆50Updated 2 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 2 years ago
- Experimental DirectX 12 Rendering Engine☆82Updated last week
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆39Updated 3 weeks ago
- Vulkan sample on VK_EXT_device_generated_commands and NV extension☆36Updated 2 months ago
- ☆51Updated 4 years ago
- ☆44Updated last year
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆53Updated 3 years ago
- Real-time Global Illumination with Vulkan Ray Tracing API☆95Updated 2 years ago
- Customizable compute shader for fast cache-aware mipmap generation☆46Updated 4 months ago