Deferred Screen Space Directional Occlusion
☆92Jul 18, 2011Updated 14 years ago
Alternatives and similar repositories for dssdo
Users that are interested in dssdo are comparing it to the libraries listed below
Sorting:
- Automatically exported from code.google.com/p/nvidia-mesh-tools☆11May 26, 2020Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Feb 6, 2013Updated 13 years ago
- Source code for the light scattering sample☆97Jun 5, 2017Updated 8 years ago
- Software rasterization occlusion culling library☆39Sep 18, 2015Updated 10 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆35Jun 27, 2015Updated 10 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆63Sep 18, 2017Updated 8 years ago
- collection of opengl effects (WIP)☆12Sep 15, 2016Updated 9 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆47Apr 9, 2019Updated 6 years ago
- libdds is a library for operating DDS textures. It is able to load DXT1-5 compressed textures, pack/unpack them with different compressio…☆19Feb 26, 2017Updated 9 years ago
- Clustered shading on Android sample☆68Jun 5, 2017Updated 8 years ago
- Indirect Occlusion Culling☆23Feb 25, 2017Updated 9 years ago
- An abstract graphics API library☆124Mar 16, 2019Updated 6 years ago
- This OpenGL Project is an implementation of a deferred shader. The program renders out, each into a separate G-Buffer, aspects of the ima…☆20Nov 15, 2013Updated 12 years ago
- A C/C++ single-file library that packs triangles of a 3D mesh into a rectangle/texture.☆61Aug 30, 2016Updated 9 years ago
- Intermediate Compute Language with OpenCL/CUDA Backends☆20Oct 11, 2014Updated 11 years ago
- An (obviously) super cool handle implementation.☆10Feb 23, 2019Updated 7 years ago
- Horizon Based Ambient Occlusion☆120Nov 4, 2015Updated 10 years ago
- Tutorial Project for Screen Space Reflection☆11Mar 26, 2015Updated 10 years ago
- Extending IndexBufferCompression to also support vertex compression.☆18May 3, 2015Updated 10 years ago
- Expose D3DCompiler to Linux programs (early PoC)☆55Nov 22, 2016Updated 9 years ago
- Atmosphere shaders using BGFX☆39Jun 13, 2018Updated 7 years ago
- Experimentation framework for probe-based lighting☆431Oct 8, 2025Updated 4 months ago
- Cloud Rendering Sample☆80Jun 5, 2017Updated 8 years ago
- Lightweight benchmarking component for small C++ routines☆15Mar 29, 2023Updated 2 years ago
- Antialiasing algorithm☆13Jun 10, 2016Updated 9 years ago
- ☆10Sep 23, 2019Updated 6 years ago
- Legacy model viewer for OGF format from S.T.A.L.K.E.R. Shadow of Chernobyl☆14Feb 21, 2019Updated 7 years ago
- DFG LUT generator☆57Nov 7, 2017Updated 8 years ago
- a binary format for baked (bak3d) 3d files☆19Dec 1, 2015Updated 10 years ago
- ☆11Jun 16, 2022Updated 3 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97May 21, 2017Updated 8 years ago
- A mixed reality testing environment for real-time global illumination algorithms☆241Jun 28, 2017Updated 8 years ago
- Outdoor Light Scattering Sample☆245Jun 5, 2017Updated 8 years ago
- DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering☆165Apr 20, 2018Updated 7 years ago
- BON - Binary Object Notation☆20Oct 26, 2017Updated 8 years ago
- Experimentations with distributed tasks for a game engine☆12Jul 20, 2012Updated 13 years ago
- A simple example showing how to implement a DDA based screen-space ray marcher in Unity☆13Apr 18, 2017Updated 8 years ago
- Core OpenGL samples and tests written in C++11.☆14Oct 7, 2025Updated 4 months ago
- optimized screen-space ambient occlusion, cache-aware hbao☆370Jan 17, 2024Updated 2 years ago