danieljgerhardt / BreakpointLinks
3D DirectX PBMPM with Fluid Mesh Shading
☆41Updated 10 months ago
Alternatives and similar repositories for Breakpoint
Users that are interested in Breakpoint are comparing it to the libraries listed below
Sorting:
- Compact Poisson Filters for Fast Fluid Simulation☆78Updated 5 months ago
- GPU LBVH builder implemented in Vulkan and GLSL.☆54Updated 2 years ago
- This is my experiments with BVH build algorithms on GPU.☆56Updated last year
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆105Updated last year
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆90Updated this week
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆88Updated 3 years ago
- ☆78Updated last year
- A WebGPU implementation of Position Based MPM (PB-MPM), presented at SIGGRAPH 2024.☆227Updated last year
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆51Updated 3 years ago
- A Parallel Fluid Solver and Renderer on the GPU☆64Updated 4 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆51Updated 11 months ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 10 months ago
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆103Updated 5 years ago
- Global Illumination using Spherical Harmonics☆85Updated 4 years ago
- A PBD simulation with triangulated obj and bgeo outputs for each frame for houdini input.☆34Updated 7 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆60Updated 4 years ago
- Collection of meshlet generation algorithms☆119Updated last week
- Source Code for EG 2025 Paper "Many-Light Rendering Using ReSTIR-Sampled Shadow Maps"☆20Updated 4 months ago
- GPU 3D SDF generator using DirectX 11 compute shader☆72Updated 2 years ago
- ☆149Updated 9 months ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆80Updated last year
- Data tables used in the Transvoxel Algorithm☆69Updated 2 years ago
- A DirectX12-based C++-application that allows graphics programmers to learn and experiment with the new Work Graphs feature using HLSL sh…☆119Updated 5 months ago
- ☆37Updated 6 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆125Updated 11 months ago
- Physically based renderer☆28Updated 3 years ago
- ☆163Updated 4 years ago
- A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"☆90Updated 4 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆91Updated last month
- CUDA Toy Offline Renderer☆37Updated this week