leonardo98 / TexturedAssimp3DAnimationsOpenGL
Example of blending 3D аnimation and using Assimp to load model/animations
☆20Updated 9 years ago
Alternatives and similar repositories for TexturedAssimp3DAnimationsOpenGL:
Users that are interested in TexturedAssimp3DAnimationsOpenGL are comparing it to the libraries listed below
- Discontinued OpenGL graphics framework. See https://github.com/Illation/ETEngine☆39Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- A simple C++ 3D game engine with Vulkan support.☆37Updated 5 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Former 3D game engine, now available to public for educational and testing purposes☆16Updated 8 years ago
- Simple Terrain Engine in 200 Lines of Code☆31Updated 9 years ago
- A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy clouds☆51Updated 6 years ago
- ☆31Updated 7 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- ☆41Updated 4 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.☆28Updated 4 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Basic framework for D3D11 init, model/texture loading, shader compilation and camera movement.☆34Updated 2 years ago
- Deferred PBR rendering engine for DirectX 11☆17Updated 7 years ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- OpenGL 4 PBR engine☆27Updated 6 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆54Updated 3 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Physically Based Rendering With OpenGL (Attempt)☆50Updated 5 years ago
- A C++ game engine☆33Updated 4 years ago
- Graphics Engine built in C++ and DirectX 12☆15Updated 6 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- An OpenGL 4.3 / C++ 11 rendering engine oriented towards animation.☆32Updated 6 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago