smb02dunnal / volumetric-explosionsLinks
The sample for the GPU Pro 6 article on volumetric explosions.
☆50Updated 10 years ago
Alternatives and similar repositories for volumetric-explosions
Users that are interested in volumetric-explosions are comparing it to the libraries listed below
Sorting:
- Converting vertex meshes to voxel data and visualizing using VCT☆80Updated 8 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- DFG LUT generator☆53Updated 7 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 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
- Experimentation framework for real-time light culling☆30Updated 6 years ago
- A 3D game engine☆13Updated 10 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 10 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- Real-time Animation and Rendering of Ocean Whitecaps☆83Updated 9 years ago
- ☆63Updated 7 years ago
- GPU classifies how to render millions of particles☆75Updated last year
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆46Updated 6 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- A tool to convert Polynomial Texture Maps into regular bitmaps☆16Updated 9 years ago
- Signed Distance Function Sculpting☆53Updated 7 years ago
- Tone Mapper☆72Updated 3 months ago
- Image processing tool for physically based shading.☆33Updated 3 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆56Updated 8 years ago
- ☆41Updated 6 years ago
- An ocean simulation based on the paper by Jerry Tessendorf.☆43Updated 9 years ago
- A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy clouds☆51Updated 3 months ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 7 years ago
- Source code for the light scattering sample☆98Updated 8 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Clustered shading on Android sample☆69Updated 8 years ago