Stars
A curated list of Multiplayer Game Network Programming Resources
A game/tech demo of refractive abberation.
Implementation of the Lorenz Mie theory in C++.
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
An animation plugin based on Playables API
Information about procedural city generation
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
Planet Rendering: Adaptive Spherical Level of Detail based on Triangle Subdivision
POC for changing Windows sRGB -> scRGB gamma by patching DWM shaders
Modern C++14 library for the development of real-time graphical applications
This editor allows editing 2D tangent fields and rendering in real-time the anisotropic appearance defined by such fields.
Trying out D3D12 and building a central base for future native graphics tests.
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
Code of OuelletConvexHull and its workbench for CodeProject article
C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques
various post-processing effects for Unity
Flax Engine – multi-platform 3D game engine
Simple Poisson-like distribution generator for various rendering scenarios and sampling (disk, square, grid, repeating grid)
Implementation of the paper Real-time Volumetric Cloudscapes by Andrew Schneider, given in GPU pro 7
Just a list of references for 3D programming