NVIDIAGameWorks / BlastLinks
A modular destruction SDK designed for performance and flexibility, replacing APEX destruction
☆430Updated 11 months ago
Alternatives and similar repositories for Blast
Users that are interested in Blast are comparing it to the libraries listed below
Sorting:
- A dx12 river renderer using wave particles with interactive vortices.☆285Updated 6 years ago
- Resources for water rendering☆211Updated 3 years ago
- KickstartRT SDK☆201Updated 2 years ago
- Procedural water shader for general use.☆320Updated 6 years ago
- HBAO+☆225Updated 4 years ago
- RTX Global Illumination (RTXGI)☆786Updated last year
- A Unity port of Brunetons improved atmospheric scattering☆376Updated 3 years ago
- Stochastic Screen Space Reflections (SSSR)☆303Updated 3 years ago
- Demo for Practical High-Performance Rendering on Mobile Platforms (GDC 2023)☆316Updated 2 years ago
- ShaderX, GPU Pro, GPU Zen☆184Updated 3 months ago
- Unreal Engine Sky Atmosphere Rendering Technique☆787Updated 3 years ago
- ☆221Updated 7 years ago
- Example programs and source code for GPU Zen 2☆157Updated 6 years ago
- ☆216Updated last month
- BRDF LUT generation for PBR Pipelines☆164Updated 8 years ago
- AMD ARR team rendering framework☆442Updated 2 weeks ago
- Unity remaster of the classic Sponza scene.☆349Updated last year
- ✖🌱 A DirectX 12 starter repo that you could use to get the ball rolling.☆152Updated 3 years ago
- Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing )☆318Updated last year
- ☆316Updated 2 years ago
- ☆327Updated last year
- An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license☆820Updated last year
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆124Updated 2 years ago
- Personal repository of tutorials and examples to understand the basics of DirectX 12 Raytracing (DXR)☆61Updated 5 years ago
- A simple demo to show off the capabilities of the Cauldron framework☆129Updated 3 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…☆371Updated 5 years ago
- HLSL Specifications☆204Updated this week
- A physically based screen space ambient occulsion post processing effect☆336Updated 6 years ago
- Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine.☆205Updated 6 years ago
- Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing,…☆87Updated 2 years ago