Source code repository for the Book GPU Pro 7
☆284May 3, 2016Updated 9 years ago
Alternatives and similar repositories for GPU-Pro-7
Users that are interested in GPU-Pro-7 are comparing it to the libraries listed below
Sorting:
- This is the software repository for the book GPU Pro 6.☆231Sep 28, 2015Updated 10 years ago
- contains the source code accompanying the book GPU Zen.☆273Jun 28, 2017Updated 8 years ago
- Playground for DirectX 11 / 12 simple graphics demo examples ...☆51May 4, 2016Updated 9 years ago
- Example programs and source code for GPU Zen 2☆158May 7, 2019Updated 6 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆63Sep 18, 2017Updated 8 years ago
- MSAA and Temporal AA Sample☆343Mar 20, 2021Updated 4 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97May 21, 2017Updated 8 years ago
- Outdoor Light Scattering Sample☆245Jun 5, 2017Updated 8 years ago
- Cone-sphere occlusion LUT generator☆83Aug 28, 2016Updated 9 years ago
- DFG LUT generator☆56Nov 7, 2017Updated 8 years ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆979May 25, 2025Updated 9 months ago
- Experimentation framework for probe-based lighting☆431Oct 8, 2025Updated 4 months ago
- ☆91Jun 5, 2017Updated 8 years ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆664Sep 2, 2025Updated 6 months ago
- DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering☆165Apr 20, 2018Updated 7 years ago
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆745May 10, 2024Updated last year
- Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.☆649Mar 20, 2021Updated 4 years ago
- Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifica…☆370Jun 18, 2020Updated 5 years ago
- Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in j…☆641Jan 18, 2018Updated 8 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆35Jun 27, 2015Updated 10 years ago
- Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.☆408Jan 3, 2023Updated 3 years ago
- Source code for the light scattering sample☆97Jun 5, 2017Updated 8 years ago
- Indirect Occlusion Culling☆23Feb 25, 2017Updated 9 years ago
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆674Nov 11, 2024Updated last year
- AMD Triangle Order Optimization Tool.☆223Apr 29, 2020Updated 5 years ago
- An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin (http://perso.telecom-paristech.fr/…☆171Sep 29, 2013Updated 12 years ago
- Adaptive Screen Space Ambient Occlusion☆256Jan 3, 2023Updated 3 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆82Feb 14, 2017Updated 9 years ago
- ☆873Sep 16, 2021Updated 4 years ago
- DirectX 11 library that provides convenient access to compute-based triangle filtering (CTF)☆225Sep 27, 2018Updated 7 years ago
- OpenGL sample for shader-based occlusion culling☆559Jan 17, 2024Updated 2 years ago
- ☆171Sep 5, 2017Updated 8 years ago
- Header only 3d quickhull in c99☆294Jun 30, 2017Updated 8 years ago
- Cloud Rendering Sample☆80Jun 5, 2017Updated 8 years ago
- UVAtlas isochart texture atlas☆916Feb 20, 2026Updated last week
- A cross-platform game engine with cutting-edge real-time rendering tech & fantastic speed. …☆498Oct 20, 2018Updated 7 years ago
- Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine☆181Jan 3, 2023Updated 3 years ago
- Depth-of-field implemented with a summed area table☆48Nov 30, 2016Updated 9 years ago
- ☆143Oct 31, 2018Updated 7 years ago