W298 / SurtrLinks
Surtr is a project that simulates dynamic object fracturing in real time with volumetric convex decomposition. Rendered with DX12.
☆14Updated last year
Alternatives and similar repositories for Surtr
Users that are interested in Surtr are comparing it to the libraries listed below
Sorting:
- Mini Spin-X Library☆51Updated last week
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆17Updated 5 years ago
- Experimentation framework for real-time light culling☆30Updated 6 years ago
- Tellusim Core SDK Tests Direct3D12, Direct3D11, Metal, Vulkan, OpenGL, OpenGLES, WebGL, WebGPU☆13Updated last year
- Gpu Renderer and Rasterizer - for python☆28Updated 11 months ago
- Real-time software rasterizer written in C++ with windowing and model loading support.☆33Updated 6 years ago
- An (obviously) super cool handle implementation.☆10Updated 6 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 4 years ago
- Rasterization on the GPU in "slow motion".☆62Updated 5 years ago
- Hybrid raytracing and filtering playground.☆27Updated 6 years ago
- A collection of in-progress work☆14Updated 7 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆22Updated 5 years ago
- Toy engine written in C++ and DirectX 12☆18Updated last year
- Invk - Inverse Kinematics Library with Quaternions☆29Updated 6 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- A real-time interactive progressive path tracer on the GPU.☆33Updated 4 years ago
- This repo contains older DX11-era samples that were previously hosted on CodePlex☆19Updated 2 years ago
- A REYES-style micropolygon renderer written in C++ which implements a subset of the RenderMan specification.☆12Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- vierkant is a Vulkan based rendering library written in C++20☆20Updated this week
- An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.☆29Updated 4 years ago
- ☆51Updated 7 months ago
- Little Game Engine that aims to be Physically Based for the lighting part☆24Updated 7 years ago
- D3D12 Render Engine☆10Updated 2 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆80Updated 8 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 4 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 8 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago