Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
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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
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
A Minecraft clone demo (master thesis)
A language for WebGPU that makes writing shaders easier
Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.
Xultaik Game Engine
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
A Godot 4 plugin allowing for easy use of compute shaders.
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
🎮 A collection of game development algorithms and techniques
Develop a 3D interactive graphics rendering engine
CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton.
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.
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