diharaw / reflective-shadow-mapsLinks
An OpenGL sample implementation of Reflective Shadow Maps.
☆15Updated 5 years ago
Alternatives and similar repositories for reflective-shadow-maps
Users that are interested in reflective-shadow-maps are comparing it to the libraries listed below
Sorting:
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆19Updated 3 years ago
- A bgfx port of lightmapper.h☆17Updated 8 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- A curated list of awesome DirectX Raytracing (DXR) resources.☆13Updated 6 years ago
- This repo contains older DX11-era samples that were previously hosted on CodePlex☆18Updated 2 years ago
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 7 years ago
- Tutorial Project for Screen Space Reflection☆10Updated 10 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆22Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- An attempt to port BC7E texture compressor to a GPU compute shader☆15Updated 4 years ago
- ☆32Updated 3 years ago
- Performance and bandwidth tester for D3D12 memory pools☆26Updated last year
- A rendering-framework for DX12 and Vulkan. Mostly intended for personal learning purposes and graphics demos☆29Updated last year
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- virtual texture☆20Updated 4 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Entity component system geared for games☆17Updated 6 years ago
- A flexible rendering engine for real-time graphics R&D☆24Updated last week
- PBR Baker - open source multi-functional baking tool for BRDF related work☆14Updated 5 years ago
- A real-time OpenGL Compute shader based Progressive Path Tracer.☆18Updated 5 years ago
- ☆10Updated 4 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 7 years ago
- ☆21Updated 6 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- ☆26Updated 5 years ago