b0nes164 / GPUSorting
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
☆311Updated 2 months ago
Alternatives and similar repositories for GPUSorting:
Users that are interested in GPUSorting are comparing it to the libraries listed below
- SH for HLSL 2021☆222Updated last week
- LightweightVK is a deeply refactored bindless-only fork of https://github.com/facebook/igl. It provides a lean cross-platform graphics AP…☆238Updated this week
- Code accompanying the blog post on bvh construction.☆408Updated 5 months ago
- ☆155Updated 4 years ago
- Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"☆440Updated 3 months ago
- A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required.☆247Updated last month
- Sandbox for graphics paper implementation☆235Updated 3 months ago
- Supplemental code accompanying Ray Tracing Gems II, Chapter 14: The Reference Path Tracer☆207Updated 3 years ago
- RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache☆185Updated last month
- AMD ARR team rendering framework☆395Updated last week
- My master bibliography file with publications mostly in computer graphics, rendering, transport theory, and statistics.☆183Updated last month
- ☆144Updated last month
- Chop 3D objects to meshlets☆426Updated 2 years ago
- Demonstrates seven different techniques for order-independent transparency in Vulkan.☆319Updated last month
- A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp…☆119Updated last month
- GPU Radix Sort implemented in Vulkan and GLSL.☆55Updated 11 months ago
- Code sample accompanying the article "Crash Course in BRDF Implementation"☆329Updated last year
- Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer☆174Updated this week
- Vulkan implementation of ReSTIR☆156Updated 2 years ago
- ☆141Updated last month
- Filter-adapted Spatiotemporal Sampling for Real-Time Rendering☆174Updated 2 months ago
- A possible use of Slang shader compiler together with WebGPU in C++ (both in native and Web contexts), using CMake.☆63Updated 3 months ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆117Updated 3 months ago
- Single-header BVH construction and traversal library.☆754Updated this week
- Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"☆159Updated 4 months ago
- A common standard for tangent space used in baking tools to produce normal maps.☆267Updated 7 months ago
- A snapshot of our vulkan backend code☆278Updated 3 months ago
- ☆66Updated 6 months ago
- ☆60Updated 8 months ago