jrouwe / SweptEllipsoid
This project contains the article "Collision Detection with Swept Spheres and Ellipsoids" by Jorrit Rouwé and source code. An article about collision detection between swept ellipsoids and polygons written in 2003.
☆18Updated 5 years ago
Related projects ⓘ
Alternatives and complementary repositories for SweptEllipsoid
- An updated build of PEEL dedicated to PhysX☆82Updated last year
- A library of distance and occlusion generation routines☆111Updated 5 years ago
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆48Updated 2 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆46Updated 4 years ago
- Real-Time Global Illumination - University of Leeds MSc Project.☆36Updated 3 years ago
- Simple C++ implementation of skeletal animation and software skinning☆49Updated 9 years ago
- Invk - Inverse Kinematics Library with Quaternions☆26Updated 5 years ago
- A real-time interactive progressive path tracer on the GPU.☆34Updated 3 years ago
- Broad-phase optimizations.☆48Updated 6 years ago
- A method for baking persistent decals to textures using UV-space rasterization.☆19Updated 3 years ago
- OpenGL rendering framework.☆25Updated 2 years ago
- Visibility Determination Library: hierarchical frustum and occlusion culling algorithms☆38Updated 3 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- ☆40Updated 4 years ago
- An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.☆59Updated 4 years ago
- Tutorial Project for Screen Space Reflection☆10Updated 9 years ago
- Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metal☆23Updated 5 years ago
- SSE Frustum Culling Demo☆69Updated 3 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆55Updated 8 years ago
- 2D signed distance field☆19Updated 2 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆78Updated 7 years ago
- Tiny Global Illumination OpenGL Renderer☆51Updated 8 years ago
- Virtual GIZMO - 3D object manipulator / orientator, via mouse, with pan and dolly/zoom features☆50Updated 4 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- SOLID - Software Library for Interference Detection☆95Updated last year
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆62Updated 7 years ago
- 📄 Triangle packer for light map☆75Updated 6 years ago
- Simple framework built from the ground up used for experimenting and learning different aspects of game engine architecture☆41Updated 4 years ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆39Updated 2 years ago