iryoku / smaaLinks
SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.
☆1,023Updated 10 months ago
Alternatives and similar repositories for smaa
Users that are interested in smaa are comparing it to the libraries listed below
Sorting:
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆886Updated last week
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆717Updated last year
- Texture processing tools with support for Direct3D 10 and 11 formats.☆595Updated 4 years ago
- DirectX shader bytecode cross compiler☆888Updated 10 months ago
- cmftStudio - GUI counterpart for:☆1,289Updated 4 years ago
- Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs☆1,344Updated 11 months ago
- Cross-platform open-source command-line cubemap filtering tool.☆846Updated 4 years ago
- A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!☆1,475Updated 2 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆831Updated 4 months ago
- My personal Vulkan renderer☆1,691Updated this week
- An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.☆1,444Updated 3 years ago
- GLSL optimizer based on Mesa's GLSL compiler. Used to be used in Unity for mobile shader optimization.☆1,756Updated 5 years ago
- GPU-based Forward+ renderer☆523Updated 5 years ago
- Physical based rendering with Vulkan using glTF 2.0 models☆1,052Updated last month
- A simple framework for rapid prototyping on Vulkan or Direct3D 12☆1,004Updated last year
- This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".☆965Updated last year
- Radeon Rays is ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU☆1,081Updated last year
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆638Updated 7 months ago
- An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license☆767Updated last year
- Light probe generation and BRDF authoring for physically based shading.☆797Updated 3 years ago
- optimized screen-space ambient occlusion, cache-aware hbao☆362Updated last year
- ISPC Texture Compressor☆456Updated 8 months ago
- Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.☆682Updated 8 years ago
- OpenGL sample for shader-based occlusion culling☆548Updated last year
- Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in j…☆621Updated 7 years ago
- SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.☆2,217Updated this week
- Examples and demos for the Vulkan C++ API☆354Updated 7 months ago
- OpenGL Image (GLI)☆574Updated last year
- SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.☆766Updated 3 weeks ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆638Updated 4 months ago