VladSerhiienko / ViewerLinks
FbxPipeline (https://github.com/VladSerhiienko/FbxPipeline) accompaning project, WIP.
☆12Updated 6 years ago
Alternatives and similar repositories for Viewer
Users that are interested in Viewer are comparing it to the libraries listed below
Sorting:
- A command line tool that converts game assets into a simple binary format for fast loading.☆20Updated 3 years ago
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 8 years ago
- VFSME - Vulkan Free Surface Modeling Engine☆15Updated 8 years ago
- PBR Baker - open source multi-functional baking tool for BRDF related work☆14Updated 5 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 10 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Tutorial Project for Screen Space Reflection☆11Updated 10 years ago
- OBJ model to 3D transparent texture converter☆40Updated 3 years ago
- Yet another FBX exporter with flatbuffers serialization, goes with the Viewer (https://github.com/VladSerhiienko/Viewer, WIP).☆66Updated 6 years ago
- 🔺 Fast and simple polygon triangulation library.☆43Updated 7 years ago
- Pathtracer pet project. Follow the interesting bits of its development in my blog.☆11Updated 2 years ago
- Trying to trim down the size of my Vulkan repo...☆29Updated 8 years ago
- Global illumination rendering engine☆29Updated 3 weeks ago
- Fork of icculus's HLSL Bytecode -> GLSL translator with tweaks for MonoGame☆15Updated 2 years ago
- Exploratory Project on Fast Screen Space Global Illumination☆36Updated 5 years ago
- Indirect Occlusion Culling☆23Updated 8 years ago
- An OpenGL 4.3 / C++ 11 rendering engine oriented towards animation.☆32Updated 7 years ago
- A real-time OpenGL Compute shader based Progressive Path Tracer.☆18Updated 6 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆16Updated 6 years ago
- Skinning Catmull-Clark Subdivision Surfaces☆27Updated 10 years ago
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.☆17Updated 5 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆49Updated 5 years ago
- Library for shader debugging and profiling for Vulkan and OpenGL☆35Updated 2 years ago
- Curl-Noise Particle Flow using OpenCL☆21Updated 4 years ago
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 6 years ago
- A bgfx port of lightmapper.h☆17Updated 9 years ago
- Implementing Different Methods of Circle to Circle Collision Detection using variety of new Technologies: Vulkan Graphics/Compute API, AV…☆62Updated 4 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆17Updated 6 years ago