andrewwillmott / height-map-shadow
Fast sweep algorithm for generating a shadow boundary heightmap from a source heightmap.
☆17Updated 5 years ago
Related projects: ⓘ
- Implementation of interactive computation of indirect illumination in large dynamic scenes by using Reflective shadow maps, Interactive S…☆8Updated 8 years ago
- Simple foliage renderer☆15Updated 9 years ago
- Extending IndexBufferCompression to also support vertex compression.☆17Updated 9 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 8 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆33Updated 9 years ago
- ☆12Updated 7 years ago
- import of nvidia-texture-tools from Google Code☆22Updated 11 years ago
- Very barebones CPU Voxel Raycaster☆32Updated 4 years ago
- Automatically exported from code.google.com/p/nvidia-mesh-tools☆10Updated 4 years ago
- SSE Frustum Culling Demo☆67Updated 3 years ago
- CUDA GPU Software Rasterizer☆15Updated 8 years ago
- NOT Simple OpenCL Physically-based Renderer (Path Tracing)☆17Updated 7 years ago
- A basic implementation of "A Median Cut Algorithm for Light Probe Sampling"☆29Updated last year
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- A 3D game engine☆13Updated 9 years ago
- Fast translucent object rendering with GLSL.☆21Updated 8 years ago
- A simple terrain rendering project, with some neat optimizations such as baked lightmaps and fast ambient occclusion with heighmaps.☆31Updated 9 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- ☆13Updated 8 years ago
- SOCE is an Image Space Occlusion Culling Engine optimized to perform occlusion culling in CPU. If you have a densely occluded scene (e.g.…☆16Updated 8 years ago
- DirectX 11-based rendering framework designed for rapid prototyping☆18Updated 9 years ago
- Public direct3d11 tool prototying framework.☆23Updated 6 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 9 years ago
- ☆14Updated 8 years ago
- Experimentation framework for real-time light culling☆29Updated 5 years ago
- Tool to generalize shader creation. It manages the combinational complexity of shader systems.☆30Updated 9 years ago
- Demo code for the compressed shadow maps project☆17Updated 4 years ago
- Software rasterizer based on Larrabee's☆36Updated 8 years ago
- Skinning Catmull-Clark Subdivision Surfaces☆25Updated 9 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆55Updated 7 years ago