fstrugar / riversimLinks
Proof of concept ad-hoc GPU-based water flow over heightmap terrain sim, combined with a secondary realtime surface wave sim
☆13Updated 7 years ago
Alternatives and similar repositories for riversim
Users that are interested in riversim are comparing it to the libraries listed below
Sorting:
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆56Updated 3 weeks ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆35Updated 7 years ago
- virtual texture☆20Updated 5 years ago
- ☆38Updated 4 years ago
- Former 3D game engine, now available to public for educational and testing purposes☆16Updated 8 years ago
- Public direct3d11 tool prototying framework.☆24Updated 7 years ago
- OpenGL 4 PBR engine☆28Updated 6 years ago
- Deferred PBR rendering engine for DirectX 11☆17Updated 8 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 6 years ago
- ☆91Updated 8 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆24Updated 5 years ago
- Checkerboard rendering with Magnum and OpenGL☆44Updated 3 years ago
- Simple Terrain Engine in 200 Lines of Code☆33Updated 10 years ago
- ☆42Updated 5 years ago
- NVIDIA Direct3D SDK 11☆12Updated 7 years ago
- My own framework on which I try things (mostly rendering-related)☆18Updated 4 months ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Lightmap generator for Urho3D based on Hugo Elias's Radiosity.☆24Updated 7 years ago
- Ray Tracing Gems 中文翻译☆29Updated 6 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆63Updated 8 years ago
- Implementation of "Deep G-Buffers for Stable Global Illumination Approximation" using OpenGL 4.5☆11Updated 6 years ago
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 6 years ago
- Performance and bandwidth tester for D3D12 memory pools☆29Updated last year
- This project is a DirectX 11 port of the new implementation of the Precomputed Atmospheric Scattering paper by Bruneton and Neyret.☆18Updated 7 years ago
- Atmosphere rendering based on precomputed table.☆35Updated 6 years ago
- DXT compression and image processing☆17Updated 3 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆49Updated 5 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 11 years ago
- Image Based Lighting using DirectX 12.☆41Updated 6 years ago
- Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal☆24Updated 6 years ago