kondrak / oculusvr_samplesLinks
Samples for Oculus Rift and OpenGL
☆57Updated 5 years ago
Alternatives and similar repositories for oculusvr_samples
Users that are interested in oculusvr_samples are comparing it to the libraries listed below
Sorting:
- GPU fluid simulation☆171Updated 13 years ago
- [deprecated] merged into https://github.com/ddiakopoulos/polymer☆160Updated 7 years ago
- melo is mesh loader for OBJ, glTF2 and PLY☆47Updated 4 years ago
- A GPU radix sorter using the OpenGL compute shader.☆20Updated 9 years ago
- Collection of Simplex Noise functions☆135Updated 5 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Signed Distance Function Sculpting☆53Updated 7 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- A collection of experiments, samples and other bits of code.☆236Updated 9 years ago
- Utilities to manipulate spherical images☆114Updated 7 years ago
- Mesh Decimation Tool☆97Updated 10 years ago
- Thin wrapper around Cmft for use with Cinder☆12Updated 8 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"☆56Updated 7 years ago
- CIS565: CUDA Rasterizer☆35Updated 7 years ago
- ☆141Updated 8 years ago
- Graphics and physics research, snippets, demos☆133Updated 9 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆46Updated 6 years ago
- Libraries for GPU FX simulation & rendering☆59Updated 6 years ago
- DEPRECATED. Refer to: https://github.com/cinder/Cinder-VR☆23Updated 9 years ago
- A collection of Space Partitioning Algorithms for Cinder☆45Updated 8 years ago
- Octree/BVH: building and traversal (for fast ray-triangle-intersection)☆78Updated 11 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆105Updated 8 years ago
- Physically based render equations☆38Updated 11 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- The experimental implementation of Blue-noise Dithered Sampling☆20Updated 9 years ago
- Ray dispersion visualization in WebGL☆90Updated 8 years ago
- An ocean simulation based on the paper by Jerry Tessendorf.☆43Updated 9 years ago
- Implementation of curl noise for particles simulated on GPU with OpenGL☆45Updated 6 years ago
- sandbox for various 3d math, geometry, graphics and physics code☆232Updated 8 years ago