m-schuetz / compute_rasterizerLinks
Rendering Point Clouds with Compute Shaders
☆732Updated 2 years ago
Alternatives and similar repositories for compute_rasterizer
Users that are interested in compute_rasterizer are comparing it to the libraries listed below
Sorting:
- Mesh simplification with UV's boundary preserved☆514Updated 5 years ago
- C++ libraries and programs demonstrating mesh processing research published in ACM SIGGRAPH (1992-2003)☆883Updated 2 weeks ago
- Simultaneous LOD Generation and Rendering for Point Clouds☆504Updated 11 months ago
- CPU Sparse Voxel Octree Implementation☆748Updated 8 years ago
- Example scenes for pbrt-v4☆442Updated last year
- Code accompanying the blog post on bvh construction.☆423Updated 10 months ago
- Collection of resources (papers, links, discussions, shadertoys,...) related to Signed Distance Field☆712Updated last year
- A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes, using code from Rob…☆802Updated 9 years ago
- A tool for visualizing and communicating the errors in rendered images.☆585Updated 7 months ago
- State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoreti…☆360Updated 8 months ago
- A GPU SVO Builder using rasterization pipeline, a efficient SVO ray marcher and a simple SVO path tracer.☆663Updated 10 months ago
- A modern C++ BVH construction and traversal library☆1,079Updated 2 months ago
- A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing☆534Updated 5 years ago
- Lighthouse 2 framework for real-time ray tracing☆860Updated last year
- An example path tracer that runs on multiple ray tracing backends (Embree/DXR/OptiX/Vulkan/Metal/OSPRay)☆622Updated 7 months ago
- Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"☆465Updated last month
- OpenGL demo of a point rendering and texture filtering technique called Surface Splatting.☆241Updated last year
- Sparse volume compute and rendering on NVIDIA GPUs☆701Updated 2 years ago
- Out-Of-Core Construction of Sparse Voxel Octrees - reference implementation☆284Updated 2 years ago
- Atlas Generation Tool☆476Updated 4 years ago
- Code sample accompanying the article "Crash Course in BRDF Implementation"☆335Updated 2 years ago
- Physically based renderer with Path Tracing and Photon Mapping.☆362Updated 3 years ago
- GPU Raytracer from scratch in C++/CUDA☆935Updated 3 years ago
- Sandbox for graphics paper implementation☆237Updated 3 weeks ago
- Optimised BVH traversal + HDRI environment mapping☆226Updated 5 years ago
- Chop 3D objects to meshlets☆445Updated 2 years ago
- Mesh parameterization / UV unwrapping library☆2,316Updated last year
- Simple physically based path tracer based on Nvidia's Optix Ray Tracing Engine☆325Updated 3 years ago
- Tiny, dependency-free USDZ/USDA/USDC library written in C++14☆619Updated this week
- A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.☆901Updated 2 weeks ago