toomuchvoltage / HighOmega-publicLinks
HighOmega
☆34Updated last week
Alternatives and similar repositories for HighOmega-public
Users that are interested in HighOmega-public are comparing it to the libraries listed below
Sorting:
- Experimentation framework for real-time light culling☆31Updated 6 years ago
- Toy engine written in C++ and DirectX 12☆20Updated last year
- ☆21Updated 7 years ago
- A flexible rendering engine for real-time graphics R&D☆27Updated 3 weeks ago
- Gpu Renderer and Rasterizer - for python☆28Updated last year
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆88Updated 6 years ago
- ☆43Updated 6 years ago
- ☆16Updated 7 years ago
- Vulkan framework for Windows☆88Updated 6 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Demo associata alla conferenza DevGames 2024 (https://devgames.org/) "Astrazioni per Vulkan/DirectX"☆29Updated last year
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆37Updated 4 years ago
- OpenGL rendering pipeline with a parallax mapping shader made in the course Advanced Computer Graphics (TNCG14) at Linköpings University.☆34Updated 13 years ago
- A demo of ambient occlusion map baking using DXR☆66Updated 3 years ago
- Source code for the EON rough diffuse BRDF model☆42Updated 4 months ago
- A small dx12 base program I use to test shaders and techniques☆49Updated 3 years ago
- Rendertoy samples☆65Updated 4 years ago
- Rasterization on the GPU in "slow motion".☆62Updated 6 years ago
- Partitioned top level acceleration structure sample☆16Updated 2 months ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆41Updated 8 years ago
- Image Based Lighting using DirectX 12.☆41Updated 6 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 8 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆38Updated 4 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 4 years ago
- Tile-based SW rasterizer☆37Updated 5 years ago
- Importance-sampled FAST Noise☆40Updated 5 months ago
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- ☆29Updated 6 years ago
- Demoscene graphics engine.☆60Updated 5 years ago
- A simple D3D12 sample demonstrating how to use white and blue noise to eliminate color banding.☆27Updated 5 years ago