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
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.
UE5 Niagara Compute Shader Integration Example (Boids)
A real-time computer vision engine implemented on top of Vulkan API.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
🦆 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.
Voxel Raytracer using SDL3 GPU with compute shaders
2D physics simulation and rendering library in modern C++, with GPU acceleration
Focal Engine is an open-source, modular 3D rendering and game engine built with C++ and OpenGL, designed for real-time graphics, visualization, and interactive applications.
Fluid Simulation using SDL3 GPU with compute shaders
Purely native android application with Vulkan API
2D Raycaster Engine Implemented Using Compute Shaders
Bachelor thesis at FIT VUT
Procedurally generating 3D models by numerically solving the Gray-Scott Reaction Diffusion PDEs.
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