rajabala / CurlNoise
A C++ implementation of curl noise for adding turbulence to particles.
☆15Updated 8 years ago
Alternatives and similar repositories for CurlNoise:
Users that are interested in CurlNoise are comparing it to the libraries listed below
- Cinder port of https://github.com/gangliao/Order-Independent-Transparency-GPU☆15Updated 6 years ago
- ☆15Updated 9 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Implementation of curl noise for particles simulated on GPU with OpenGL☆45Updated 5 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- GPU marching cubes implementation for openFrameworks using a compute shader.☆18Updated 7 years ago
- ☆41Updated 9 years ago
- Clustered Deferred and Clustered Forward Plus Shading in WebGL☆32Updated 4 years ago
- Yet another FBX exporter with flatbuffers serialization, goes with the Viewer (https://github.com/VladSerhiienko/Viewer, WIP).☆65Updated 5 years ago
- hdr to rgba8 encoding/decoding tool☆25Updated 10 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆43Updated 5 years ago
- ☆23Updated 12 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- Image processing tool for physically based shading.☆32Updated 3 years ago
- ☆15Updated last year
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆36Updated 7 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 5 years ago
- A GPU implementation of a unified approach to grown structures, implemented with Vulkan☆48Updated 7 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Demo code for the compressed shadow maps project☆17Updated 5 years ago
- A method for baking persistent decals to textures using UV-space rasterization.☆20Updated 3 years ago
- ☆11Updated 6 years ago
- Vulkan app demonstrating glTF 2.0 Morph Targets (Blend shapes)☆24Updated 4 years ago
- Fast translucent object rendering with GLSL.☆21Updated 8 years ago
- A repository for personal experimental purpose☆11Updated 6 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- OpenGL LightMapper for openFrameworks☆26Updated 2 years ago
- Mesh shatter library☆23Updated 5 years ago