smb02dunnal / volumetric-explosionsView external linksLinks
The sample for the GPU Pro 6 article on volumetric explosions.
☆50Dec 24, 2014Updated 11 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:
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆35Jun 27, 2015Updated 10 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆98May 21, 2017Updated 8 years ago
- A 3D game engine☆13May 11, 2015Updated 10 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Jul 25, 2017Updated 8 years ago
- A set of C# libraries for runtime behaviour tree editing, scripting and inspection☆52Dec 2, 2015Updated 10 years ago
- Project3-CUDA-Path-Tracer☆11Oct 10, 2016Updated 9 years ago
- rex engine and game☆15Dec 5, 2021Updated 4 years ago
- Utility to sign DXIL code after compilation☆22Feb 18, 2019Updated 6 years ago
- https://lexdev.net/tutorials/case_studies/overwatch_shield.html☆11Sep 10, 2019Updated 6 years ago
- lossy GPU-friendly image compression\decompression☆13Dec 5, 2021Updated 4 years ago
- ssao for ios using Urho3d☆12Jan 3, 2015Updated 11 years ago
- Performance optimized & replicated C++ port of Advanced Locomotion System V4 for Unreal Engine 4.25 with additional bug fixes☆13Dec 9, 2022Updated 3 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Feb 6, 2013Updated 13 years ago
- Automatically exported from code.google.com/p/nvidia-mesh-tools☆11May 26, 2020Updated 5 years ago
- ☆14Sep 13, 2016Updated 9 years ago
- A simple example showing how to implement a DDA based screen-space ray marcher in Unity☆13Apr 18, 2017Updated 8 years ago
- Interactive ARAP Mesh Deformer☆18Mar 26, 2024Updated last year
- Graphics Experiment - YCoCg Frame Buffers☆18Feb 5, 2020Updated 6 years ago
- An attempt to port BC7E texture compressor to a GPU compute shader☆20Jan 10, 2021Updated 5 years ago
- Working clone of pbd based fluids by Korzen☆17May 17, 2015Updated 10 years ago
- Source for generating blue noise textures via either Void and Cluster or Forced Random Dithering. Generated textures also included.☆17Aug 17, 2021Updated 4 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Sep 27, 2014Updated 11 years ago
- Radix Sort implemented in DirectCompute☆21Feb 5, 2014Updated 12 years ago
- ☆91Jun 5, 2017Updated 8 years ago
- AMD separable filter sample based on DirectX 11☆26Sep 6, 2016Updated 9 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆68Aug 16, 2017Updated 8 years ago
- Low-Resolution Rendering Sample☆64Sep 14, 2015Updated 10 years ago
- Implementation of "Empirical Directional Wave Spectra for Computer Graphics" paper by Christopher Horvath☆89Jul 23, 2025Updated 6 months ago
- A procedural planet generator made in OpenGL 4.4☆17Aug 19, 2014Updated 11 years ago
- Experimentation framework for real-time light culling☆31Jul 23, 2019Updated 6 years ago
- Implementation of "Reconstructing the Indirect Light Field for Global Illumination" (SIGGRAPH 2012)☆72Sep 18, 2012Updated 13 years ago
- A GPU radix sorter using the OpenGL compute shader.☆20Dec 24, 2015Updated 10 years ago
- best CPU/GPU sparse solver for large sparse matrices☆21Oct 5, 2021Updated 4 years ago
- インスタントラジオシティ。VPLを発射する。☆17Feb 19, 2014Updated 11 years ago
- Cloud Rendering Sample☆80Jun 5, 2017Updated 8 years ago
- FBX cruncher (FBX + rules => JSON + vertex data blob)☆70Mar 24, 2015Updated 10 years ago
- A general-purpose data-driven game engine with tools. Attribution based licensing.☆23Jun 10, 2018Updated 7 years ago
- Fluid dynamics simulation of the transport of dye in milk with soap droplets.☆17Aug 11, 2016Updated 9 years ago
- MSAA and Temporal AA Sample☆344Mar 20, 2021Updated 4 years ago