bazhenovc / sigrlinnLinks
An abstract graphics API library
☆123Updated 6 years ago
Alternatives and similar repositories for sigrlinn
Users that are interested in sigrlinn are comparing it to the libraries listed below
Sorting:
- OpenGL sample for NV_command_list☆114Updated last year
- ☆87Updated 8 years ago
- Game Engine☆129Updated 6 years ago
- Multiplatform multithreaded context swapping fiber based job system.☆165Updated 8 years ago
- Programmable pulling experiments (based on OpenGL Insights "Programmable Vertex Pulling" article by Daniel Rakos)☆122Updated 8 years ago
- Fiber-based job system with extremely simple API☆82Updated 4 years ago
- The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.☆118Updated 2 years ago
- Repository with code samples for "API without Secrets: The Practical Approach to Vulkan" series of articles.☆123Updated 2 years ago
- Direct3D 12.0 quick reference guide☆58Updated 8 years ago
- An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin (http://perso.telecom-paristech.fr/…☆173Updated 12 years ago
- A demonstration of a graphics library abstraction layer that you might see in a typical rendering engine for games and simulations.☆57Updated 7 years ago
- Modern C++ swizzling header-only library☆192Updated last year
- SPIR-V extension for Visual Studio☆93Updated last year
- AMD GPU particles sample based on DirectX 11☆116Updated 9 years ago
- ☆58Updated 6 years ago
- Intel Asteroids DirectX 12 Sample☆132Updated last year
- A single-header library with a simplified interface for Vulkan synchronization☆241Updated 2 years ago
- Adaptive Screen Space Ambient Occlusion☆253Updated 2 years ago
- Minimalistic Vulkan engine for fast propotyping.☆43Updated 3 years ago
- HLSL Parser and GLSL code generator☆235Updated 11 years ago
- A lock-free CommandBuffer implementation designed for multi-threaded rendering applications.☆188Updated 6 years ago
- A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps.☆239Updated 2 years ago
- Point Based Global Illumination☆196Updated 9 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆133Updated 4 years ago
- A simple Vulkan-based renderer for my master thesis on real-time transparency☆98Updated 8 years ago
- Vulkan framework for Windows☆88Updated 6 years ago
- et-engine☆68Updated 3 years ago
- Simple comparison framework for APIs☆326Updated 9 years ago
- HLSL Parser and Translator for HLSL, GLSL, and MSL.☆342Updated 6 years ago
- My hobby project of learning graphics programming☆126Updated 2 years ago