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Sample for cluster-based continuous level of detail rasterization or ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
This sample uses D3D12 Sampler Feedback and DirectStorage as part of an asynchronous texture streaming solution.
A game engine made as part of the Kohi Game Engine series on YouTube (and Twitch!), where we make a game engine from the ground up using C and Vulkan.
Single-header BVH construction and traversal library.
My toy engine, mainly for rendering experiment and prototyping.
This is the Personality Core for GLaDOS, the first steps towards a real-life implementation of the AI from the Portal series by Valve.
State of the art RDO BC1-7 GPU texture encoders
💠 Single-file glTF 2.0 loader and writer written in C99
revisiting a known normal transformation in computer graphics
Built-in Mail & Calendars app clone for Windows.
FFT-based ocean-wave rendering, implemented in Godot
A modern cross-platform low-level graphics library and rendering framework
A look at inner workings of Joycon and Nintendo Switch
Math library using HLSL syntax with multiplatform SIMD support
The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
Graphics API wrapper is written in C++ on top of DirectX 12, Vulkan and Metal. Provides main features including ray tracing.