dgerh / BreakpointLinks
3D DirectX PBMPM with Fluid Mesh Shading
☆33Updated 6 months ago
Alternatives and similar repositories for Breakpoint
Users that are interested in Breakpoint are comparing it to the libraries listed below
Sorting:
- Code for "Compact Poisson Filters for Fast Fluid Simulation", ACM SIGGRAPH 2022 Conference.☆69Updated last month
- GPU LBVH builder implemented in Vulkan and GLSL.☆50Updated last year
- This is my experiments with BVH build algorithms on GPU.☆56Updated 9 months ago
- A WebGPU implementation of Position Based MPM (PB-MPM), presented at SIGGRAPH 2024.☆202Updated 9 months ago
- A PBD simulation with triangulated obj and bgeo outputs for each frame for houdini input.☆34Updated 7 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 6 months ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆87Updated last year
- A Parallel Fluid Solver and Renderer on the GPU☆63Updated 4 years ago
- ☆72Updated last year
- Collection of meshlet generation algorithms☆115Updated 4 months ago
- GPU 3D SDF generator using DirectX 11 compute shader☆69Updated 2 years ago
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆95Updated 10 months ago
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆102Updated 4 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆48Updated 7 months ago
- A CUDA-accelerated cloth simulation engine based on Extended Position Based Dynamics (XPBD).☆185Updated 4 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 3 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆77Updated 6 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆85Updated 2 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆59Updated 3 years ago
- A tiny version of VBD, focused on mass spring strand simulation.☆113Updated last year
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆58Updated last year
- Source Code for EG 2025 Paper "Many-Light Rendering Using ReSTIR-Sampled Shadow Maps"☆18Updated last week
- Graphics toolkits☆35Updated this week
- ☆149Updated 5 months ago
- GPU Radix Sort implemented in Vulkan and GLSL.☆65Updated last year
- Physically based renderer☆28Updated 3 years ago
- A simple interactive ray-tracing renderer.☆46Updated 8 months ago
- A DirectX12-based C++-application that allows graphics programmers to learn and experiment with the new Work Graphs feature using HLSL sh…☆88Updated last month
- Various Volume Renders / Scenes for pbrt-v4☆32Updated 2 years ago
- 学习并用vulkan实现nanite,赶春招写的,代码还比较乱☆102Updated 2 years ago