W298 / Surtr
Surtr is a project that simulates dynamic object fracturing in real time with volumetric convex decomposition. Rendered with DX12.
☆12Updated 11 months ago
Alternatives and similar repositories for Surtr:
Users that are interested in Surtr are comparing it to the libraries listed below
- Tellusim Core SDK Tests Direct3D12, Direct3D11, Metal, Vulkan, OpenGL, OpenGLES, WebGL, WebGPU☆12Updated 11 months ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Position Based Fluids 2D Tutorial☆15Updated 3 years ago
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- A collection of in-progress work☆14Updated 7 years ago
- Gpu Renderer and Rasterizer - for python☆28Updated 8 months ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- This repo contains older DX11-era samples that were previously hosted on CodePlex☆18Updated 2 years ago
- A flexible rendering engine for real-time graphics R&D☆22Updated last week
- Work-in-progress CPU renderer using Embree☆18Updated 6 years ago
- Tutorial Project for Screen Space Reflection☆10Updated 10 years ago
- OpenGL 4.5 raytracing based physically rendering. Researching on dynamic scene hierachy adaption.☆16Updated 5 years ago
- Physical based rendering with Vulkan using glTF 2.0 models☆16Updated 10 months ago
- Invk - Inverse Kinematics Library with Quaternions☆28Updated 5 years ago
- Toy engine written in C++ and DirectX 12☆16Updated last year
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- Game development framework under heavy development used as a personal testbed for rendering techniques and game mechanics. Have a look ar…☆16Updated last month
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆22Updated 5 years ago
- Simple implementation of SPH-based fluid simulation.☆8Updated 7 years ago
- ☆41Updated 4 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- A single-header C/C++ library for parsing and evaluation of arithmetic expressions☆11Updated 3 years ago
- ☆32Updated 2 years ago
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 5 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago