stuffbydavid / RayEngineLinks
Rendering engine for CPU/GPU accelerated ray tracing
☆24Updated 2 years ago
Alternatives and similar repositories for RayEngine
Users that are interested in RayEngine are comparing it to the libraries listed below
Sorting:
- Render preview☆11Updated 6 years ago
- Physically Based Rendering With OpenGL (Attempt)☆50Updated 6 years ago
- C and C++ Minecraft Importer library☆108Updated last year
- An exemple on how to use RenderDoc inside your engine.☆51Updated 11 years ago
- Former 3D game engine, now available to public for educational and testing purposes☆16Updated 8 years ago
- MGFX - A cross-platform 2D (CPU & GPU) and 3D (GPU) starter kit.☆39Updated 7 years ago
- Simpler ImGui Backend for VulkanHpp.☆36Updated 3 years ago
- This is a voxel-based game engine that focuses on cool graphics & physics within a voxel world.☆15Updated 6 years ago
- Fully multithreaded C++ CPU rasterizer☆28Updated 5 years ago
- DirectX 11 library that provides a GCN-optimized Compute Shader implementation of Depth of Field☆92Updated 7 years ago
- Voxel Editor and Game in One☆45Updated 6 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.☆24Updated 5 years ago
- A REYES-style micropolygon renderer written in C++ which implements a subset of the RenderMan specification.☆12Updated 8 years ago
- Little bit of fun to see if I could create something similar to MegaTextures found in Quake Wars.☆22Updated 10 years ago
- A game engine. That breathes fire and awesomeness☆13Updated 6 years ago
- A simple terrain rendering project, with some neat optimizations such as baked lightmaps and fast ambient occclusion with heighmaps.☆32Updated 10 years ago
- Vulkan sample showing a high quality super-sampled rendering☆65Updated 10 months ago
- C++ library to read/write Truevision TGA/TARGA files☆32Updated 2 years ago
- Simple raytracer using DirectX Raytracing (DXR).☆43Updated 6 years ago
- Simple graphics engine used as submodule in many of my projects☆62Updated 6 years ago
- Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach.☆62Updated 4 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆36Updated 7 years ago
- Create schemas over your file formats☆19Updated 13 years ago
- Playing around with Vulkan and random dungeon generation☆17Updated 8 years ago
- Sample code for the Gemcutter game framework.☆12Updated 7 months ago
- AMD tessellation sample based on DirectX 11☆32Updated 9 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- GeeXLab code samples and demos☆30Updated 7 years ago
- Tutorial Project for Screen Space Reflection☆11Updated 10 years ago
- [WIP] High performance 3D graphics game engine☆31Updated 3 years ago