Tomius / LoE
Land of Earth: Global Spherical CDLOD renderer with texture streaming
☆17Updated 4 years ago
Related projects ⓘ
Alternatives and complementary repositories for LoE
- Continuous Distance-Dependent Level of Detail☆20Updated 8 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆30Updated 8 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- ☆40Updated 4 years ago
- Clustered forward rendering demo with Vulkan☆54Updated 6 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆62Updated 7 years ago
- Simple Terrain Engine in 200 Lines of Code☆30Updated 9 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 11 years ago
- ☆91Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Real-Time Global Illumination - University of Leeds MSc Project.☆36Updated 3 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆82Updated 4 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆52Updated 2 years ago
- ☆63Updated 6 years ago
- ☆58Updated 5 years ago
- OpenGL 4 PBR engine☆27Updated 5 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆78Updated 7 years ago
- A deferred shading implementation with DirectX 12☆36Updated 8 years ago
- An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.☆26Updated 3 years ago
- My own framework on which I try things (mostly rendering-related)☆14Updated 10 months ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Forward plus rendering using Vulkan☆29Updated 7 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- SSE Frustum Culling Demo☆69Updated 3 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach.☆63Updated 3 years ago
- Implementation of Light Propagation Volumes (LPV) as part of my Diploma thesis at Faculty of Informatics at Brno University of Technology…☆19Updated 9 years ago
- ☆31Updated 6 years ago
- ☆38Updated 5 years ago