atyuwen / efflux
A GPU particle demo with fluid motion simulated through curl noise.
☆15Updated 12 years ago
Alternatives and similar repositories for efflux:
Users that are interested in efflux are comparing it to the libraries listed below
- Precomputed Radiance Transfert (PRT)☆13Updated 7 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- インスタントラジオシティ。VPLを発射する。☆17Updated 10 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Source code for topics discussed in CG Internals blog https://cginternals.com/en/blog☆14Updated 2 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- ☆38Updated 5 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- PBR Baker - open source multi-functional baking tool for BRDF related work☆14Updated 5 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆19Updated 3 years ago
- Open-source components of Elara core technology☆11Updated 6 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 7 years ago
- ☆17Updated 6 years ago
- Pathtracer pet project. Follow the interesting bits of its development in my blog.☆11Updated last year
- ☆25Updated 5 years ago
- A 3D game engine☆13Updated 9 years ago
- A Simple Physically Based Renderer.☆31Updated 6 years ago
- ☆32Updated 2 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆42Updated 5 years ago
- An attempt to port BC7E texture compressor to a GPU compute shader☆15Updated 4 years ago
- Implementation of interactive computation of indirect illumination in large dynamic scenes by using Reflective shadow maps, Interactive S…☆9Updated 9 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆39Updated 7 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 6 years ago
- NOT Simple OpenCL Physically-based Renderer (Path Tracing)☆17Updated 7 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- DirectX 11-based rendering framework designed for rapid prototyping☆18Updated 9 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago