nvpro-samples / shared_externalLinks
external libraries, needed for the samples (AntTweakBar; ZLib...)
☆17Updated 4 years ago
Alternatives and similar repositories for shared_external
Users that are interested in shared_external are comparing it to the libraries listed below
Sorting:
- Source code for the light scattering sample☆98Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- Clustered shading on Android sample☆69Updated 8 years ago
- DFG LUT generator☆53Updated 7 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- Playground for DirectX 11 / 12 simple graphics demo examples ...☆51Updated 9 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 10 years ago
- ☆91Updated 8 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- Cloud Rendering Sample☆78Updated 8 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆68Updated 7 years ago
- ☆23Updated 12 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 7 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- Image processing tool for physically based shading.☆33Updated 3 years ago
- ☆63Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 7 years ago
- My own framework on which I try things (mostly rendering-related)☆17Updated 2 weeks ago
- Real-time Animation and Rendering of Ocean Whitecaps☆83Updated 9 years ago
- PhotonMapper☆48Updated 11 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Some brdf shaders for Disney BRDF Explorer☆18Updated 7 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Automatically exported from code.google.com/p/nvidia-mesh-tools☆11Updated 5 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- ☆31Updated 7 years ago
- A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy clouds☆51Updated 2 months ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- ☆12Updated 8 years ago