andr3wmac / SoftOcclude
Software rasterization occlusion culling library
☆38Updated 9 years ago
Alternatives and similar repositories for SoftOcclude:
Users that are interested in SoftOcclude are comparing it to the libraries listed below
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- SSE Frustum Culling Demo☆70Updated 3 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- Tool to generalize shader creation. It manages the combinational complexity of shader systems.☆30Updated 9 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- A 3D game engine☆13Updated 9 years ago
- ☆32Updated 2 years ago
- Fast, multiplatform fiber based job dispatcher based on Naughty Dogs' GDC2015 talk.☆35Updated 6 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- Indirect Occlusion Culling☆23Updated 8 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- Clustered forward rendering demo with Vulkan☆56Updated 7 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- Graphics prototyping framework☆37Updated last year
- Relight is a lightmaping with global illumination & radiosity compuation library.☆17Updated 8 years ago
- Minimalistic image loader library for GL projects☆63Updated 7 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Tile-based SW rasterizer☆32Updated 5 years ago
- Clustered shading on Android sample☆69Updated 7 years ago
- Software rasterizer based on Larrabee's☆39Updated 8 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆66Updated 7 years ago
- Code for recording warp timing in OpenGL 4.5 on NVIDIA hardware☆30Updated 8 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- A C/C++ single-file library that packs triangles of a 3D mesh into a rectangle/texture.☆61Updated 8 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- A shader effect compiler for GLSL☆22Updated 5 years ago