fbsamples / sculpting-and-simulations-sampleLinks
Sample code that supplements the Sculpting And Simulations talk.
☆101Updated 6 years ago
Alternatives and similar repositories for sculpting-and-simulations-sample
Users that are interested in sculpting-and-simulations-sample are comparing it to the libraries listed below
Sorting:
- A GPU implementation of a unified approach to grown structures, implemented with Vulkan☆51Updated 7 years ago
- GPU-based SDF generator☆150Updated 7 years ago
- CIS565: CUDA Rasterizer☆35Updated 7 years ago
- Implementation of curl noise for particles simulated on GPU with OpenGL☆45Updated 6 years ago
- Source code for the Computer Graphics Forum paper: Segment Tracing Using Local Lipschitz Bounds. Presented at Eurographics 2020.☆143Updated 3 years ago
- Tangent space calculator for Houdini☆38Updated 8 years ago
- Noise generator utility.☆95Updated 4 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆56Updated 7 years ago
- Fast 3d/4d divergence-free noise for shaders.☆47Updated last year
- Hexagonal Bokeh Blur☆104Updated 8 years ago
- Source code for the paper: Modeling Rocky Scenery using Implicit Blocks, published in The Visual Computer and presented at Computer Graph…☆49Updated 3 years ago
- Efficient rendering with distance fields☆84Updated 8 years ago
- A physically based shader for woven cloth☆100Updated 4 years ago
- Terrain amplification as described in [Sparse representation of terrains for procedural modeling, Guérin et al. 2016]☆52Updated 5 years ago
- GPU fluid simulation☆171Updated 13 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆83Updated 2 years ago
- Automatic UV Unwrapping Library for Dust3D☆87Updated 5 years ago
- 🧊 A graphical program for exploring marching cubes + compute shaders in real-time.☆43Updated 5 years ago
- ☆142Updated 3 years ago
- pbrt-v3 implementation of Procedural Physically based BRDF for Real-Time Rendering of Glints. Xavier Chermain (ICUBE), Basile Sauvage (IC…☆22Updated 4 years ago
- ☆36Updated 4 years ago
- GPU version (Unity compute compatible) of AABB triangle intersection based on Tomas Akenine-Möller's implementation that can be found her…☆73Updated 7 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Repo to accompany the SIGGRAPH webinar☆22Updated 4 years ago
- A tool to help you learn glsl, written in C++ and compiled to webassembly☆21Updated 3 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- Signed Distance Function Sculpting☆53Updated 7 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆153Updated 4 months ago
- ☆43Updated 3 years ago