Tsarpf / MarchingCubesGPU
(A pretty old) Marching Cubes algorithm implementation on the GPU with DirectX 10 / C++. Heavy lifting done on the geometry shader. The first completely open-source with this combination as far as I know.
☆14Updated 5 years ago
Related projects: ⓘ
- ☆40Updated 8 years ago
- Attempting to implement VXGI for NCCA Masterclass assignment☆14Updated 6 years ago
- ☆17Updated 8 years ago
- A DirectX 11 implementation of voxelization☆18Updated 8 years ago
- A fluid simulator featuring FLIP/PIC and narrow-band level set.☆33Updated 6 years ago
- Some (simple) global illumination algorithms☆9Updated 6 years ago
- Very barebones CPU Voxel Raycaster☆32Updated 4 years ago
- Dual Contouring Implementation in C++, by Tao Ju, from http://sourceforge.net/projects/dualcontouring/☆67Updated 10 years ago
- 📄 Triangle packer for light map☆75Updated 6 years ago
- A simple OpenGL sample of Percentage Closer Soft Shadows with directional and spot lights.☆15Updated 4 years ago
- Mesh voxelization using GPU hardware rasterization.☆14Updated 7 years ago
- An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.☆26Updated 3 years ago
- A method for baking persistent decals to textures using UV-space rasterization.☆19Updated 3 years ago
- Public direct3d11 tool prototying framework.☆23Updated 6 years ago
- Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT☆17Updated 9 years ago
- ☆38Updated 5 years ago
- Real-time Collision Culling of a Million Bodies on Graphics Processing Units. SIGGRAPH ASIA, Dec. 2010☆14Updated 9 years ago
- Particle sampling with SPH-based relaxation.☆15Updated 5 years ago
- Incompressible Smoothed Particle Hydrodynamics and Applications☆27Updated 10 years ago
- Ocean Simulation Based on a Model By Keith Lantz (https://www.keithlantz.net/)☆22Updated 5 months ago
- webGL implementation of dense light scene, included deferred & clustered rendering for accelaration☆8Updated 5 years ago
- An experimental real-time render engine☆11Updated 3 years ago
- virtual texture☆18Updated 4 years ago
- Simple implementation of SPH-based fluid simulation.☆8Updated 7 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆77Updated 7 years ago
- A C++ skeleton for creating OpenGL applications with SDL2, GLAD, GLM, ASSIMP, STB and Imgui.☆13Updated 8 years ago
- ☆12Updated 7 years ago
- ☆24Updated 4 years ago
- Implementation of Ken Shoemake's arcball transform with a few additions.☆10Updated 10 years ago
- Deferred PBR rendering engine for DirectX 11☆17Updated 7 years ago