avoroshilov / physics_playground
Improved version of real-time physics engine that couples FEM-based deformables and rigid body dynamics
☆28Updated 7 years ago
Alternatives and similar repositories for physics_playground:
Users that are interested in physics_playground are comparing it to the libraries listed below
- ☆21Updated 6 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- ☆32Updated 3 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 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
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- A repository for personal experimental purpose☆11Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 6 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- ☆63Updated 7 years ago
- A flexible rendering engine for real-time graphics R&D☆22Updated this week
- DFG LUT generator☆53Updated 7 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago
- Low-Resolution Rendering Sample☆62Updated 9 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆81Updated 2 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 2 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- A DX12 application for testing the ability of GPU's to overlap execution of dispatch and draw calls☆97Updated 6 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Vulkan framework for Windows☆88Updated 5 years ago