maxest / MaxestFramework
My own framework on which I try things (mostly rendering-related)
☆17Updated 2 months ago
Alternatives and similar repositories for MaxestFramework:
Users that are interested in MaxestFramework are comparing it to the libraries listed below
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- DFG LUT generator☆53Updated 7 years ago
- Performance and bandwidth tester for D3D12 memory pools☆25Updated last year
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 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
- Toy engine written in C++ and DirectX 12☆16Updated last year
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- virtual texture☆19Updated 4 years ago
- ☆41Updated 4 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 2 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- ☆12Updated 7 years ago
- ☆25Updated 5 years ago
- Demo code for the compressed shadow maps project☆44Updated 5 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
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 5 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆14Updated 5 years ago
- ☆21Updated 6 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- A flexible rendering engine for real-time graphics R&D☆22Updated last week
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- ☆39Updated 6 years ago
- ☆63Updated 6 years ago
- Implementation of Light Propagation Volumes (LPV) as part of my Diploma thesis at Faculty of Informatics at Brno University of Technology…☆18Updated 9 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago