andrewwillmott / height-map-shadow
Fast sweep algorithm for generating a shadow boundary heightmap from a source heightmap.
☆17Updated 5 years ago
Alternatives and similar repositories for height-map-shadow:
Users that are interested in height-map-shadow are comparing it to the libraries listed below
- Extending IndexBufferCompression to also support vertex compression.☆17Updated 9 years ago
- Simple foliage renderer☆15Updated 9 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 8 years ago
- A basic implementation of "A Median Cut Algorithm for Light Probe Sampling"☆29Updated last year
- Automatically exported from code.google.com/p/nvidia-mesh-tools☆11Updated 4 years ago
- ☆12Updated 7 years ago
- import of nvidia-texture-tools from Google Code☆22Updated 11 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Implementation of interactive computation of indirect illumination in large dynamic scenes by using Reflective shadow maps, Interactive S…☆9Updated 9 years ago
- DFG LUT generator☆53Updated 7 years ago
- A 3D game engine☆13Updated 9 years ago
- Very barebones CPU Voxel Raycaster☆34Updated 4 years ago
- ☆14Updated 8 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- Skinning Catmull-Clark Subdivision Surfaces☆26Updated 10 years ago
- An ocean simulation based on the paper by Jerry Tessendorf.☆42Updated 8 years ago
- CUDA GPU Software Rasterizer☆15Updated 9 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- Tool to generalize shader creation. It manages the combinational complexity of shader systems.☆30Updated 9 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆55Updated 8 years ago
- A simple terrain rendering project, with some neat optimizations such as baked lightmaps and fast ambient occclusion with heighmaps.☆32Updated 9 years ago
- Master thesis: Interactive Physically-based Rendering☆28Updated 3 years ago
- Demo code for the compressed shadow maps project☆17Updated 5 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Cone-sphere occlusion LUT generator☆81Updated 8 years ago
- The experimental implementation of Blue-noise Dithered Sampling☆20Updated 8 years ago
- ☆15Updated 9 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Clustered shading on Android sample☆69Updated 7 years ago