kecho / ComputeUtilsLinks
Utility header for compute
☆9Updated last year
Alternatives and similar repositories for ComputeUtils
Users that are interested in ComputeUtils are comparing it to the libraries listed below
Sorting:
- ☆44Updated 2 years ago
- Partitioned top level acceleration structure sample☆11Updated 2 months ago
- ☆38Updated 5 years ago
- Importance-sampled FAST Noise☆30Updated last week
- Improved Blue Noise Generator☆39Updated 2 years ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆77Updated last year
- Demo associata alla conferenza DevGames 2024 (https://devgames.org/) "Astrazioni per Vulkan/DirectX"☆29Updated 10 months ago
- Performance and bandwidth tester for D3D12 memory pools☆25Updated last year
- HighOmega☆33Updated 2 weeks ago
- Toy engine written in C++ and DirectX 12☆17Updated last year
- ☆21Updated 6 years ago
- ☆15Updated last year
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 4 months ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆64Updated last year
- Sample for adaptive triangle tessellation in ray tracing☆16Updated last month
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 3 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
- Demo code for the compressed shadow maps project☆46Updated 5 years ago
- ☆49Updated last month
- ☆13Updated 4 years ago
- ☆26Updated 5 years ago
- ☆13Updated 7 months ago
- OpenGL rendering pipeline with a parallax mapping shader made in the course Advanced Computer Graphics (TNCG14) at Linköpings University.☆34Updated 12 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Misc repository for certain GPU algorithms.☆40Updated last year
- Signed distance field (SDF) generation by amortized ray tracing, SDF AO, and SDF soft shadow☆23Updated 5 months ago
- a CPU/GPU physically based renderer☆34Updated 2 years ago
- An attempt to port BC7E texture compressor to a GPU compute shader☆15Updated 4 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆73Updated 3 months ago