Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
-
Updated
May 29, 2022 - C++
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
DirectX 11 Renderer written in C++11
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
A real-time computer vision engine implemented on top of Vulkan API.
UE5 Compute Shader Boids Niagara Example
🦆 Flocking algorithm C++ implementation both for CPU and GPU using compute shaders
Kinect Fusion realized with OpenGL Computer Shaders
A simple Compute Shader for Physarum Slime Mould.
2D physics simulation and rendering library in modern C++, with GPU acceleration
Simple graphics experiments built with Vulkan.
Purely native android application with Vulkan API
2D Raycaster Engine Implemented Using Compute Shaders
Bachelor thesis at FIT VUT
Galaxy/solar system simulation toy
Example for Vulkan Compute Shaders
Focal Engine is a personal project where I'm developing a 3D rendering engine.
Add a description, image, and links to the compute-shaders topic page so that developers can more easily learn about it.
To associate your repository with the compute-shaders topic, visit your repo's landing page and select "manage topics."