iRi-E / smaa-cpp
An implementation of Enhanced Subpixel Morphological Antialiasing (SMAA) written in C++
☆14Updated 3 years ago
Alternatives and similar repositories for smaa-cpp:
Users that are interested in smaa-cpp are comparing it to the libraries listed below
- My DirectX 11 MLAA & SMAA implementation☆11Updated 4 years ago
- ☆25Updated 5 years ago
- A 3d smoke simulation program with volume rendering☆24Updated 6 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- Efficient Multiple Scattering in Participating Media using Shortest Path Finding☆19Updated 4 years ago
- C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques☆81Updated last year
- This paper presents an approach through OpenGL shading language for the rendering of human skin for game development. This method works i…☆24Updated 8 years ago
- An efficient interactive C++ renderer for ShaderToy-alike demos with 2D/3D/CubeMap/Video/Camera/LightField/Volume textures. (Partially us…☆65Updated 5 years ago
- An OpenGL 4.3 / C++ 11 rendering engine oriented towards animation.☆32Updated 6 years ago
- Tiny Mesh utilities(e.g. compute half-edge data structure) in C++11☆38Updated 5 years ago
- Denoising a Vulkan ray traced image using OptiX denoiser☆89Updated 5 months ago
- A screen space sub-surface scattering demo implemented with vulkan api☆16Updated 5 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated last month
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆46Updated 4 years ago
- OpenGL Image (GLI)☆21Updated 11 years ago
- Library for shader debugging and profiling for Vulkan and OpenGL☆34Updated last year
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆14Updated 5 years ago
- Soft2D: A 2D multi-material continuum physics engine designed for real-time applications.☆52Updated last year
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆48Updated 2 years ago
- Source code repository accompanying the scientific paper "Finding Efficient Spatial Distributions for Massively Instanced 3-d Models" (S.…☆16Updated 4 years ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆41Updated 3 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆44Updated 5 years ago
- OpenGL SPH fluid simulation and rendering☆25Updated 2 months ago
- 3D painting tool☆38Updated 11 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- ☆14Updated 7 years ago
- Work-in-progress CPU renderer using Embree☆18Updated 6 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆53Updated 3 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago