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Updated
Jun 15, 2020
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MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers.
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
MaterialX C++ and Python libraries
A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
Real-Time Spherical Microphone Renderer for binaural reproduction in Python
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
Ray Marching learning project using compute shaders in Unity (continued in ShaderToy)
OpenGL rendering engine for terrain simulation
A simple Raster/Ray-Trace hybrid renderer using NVIDIA RTX ray-tracing in Vulkan.
Real-time private notifications that allows logged users to receive transfer notifications, amount update and unread notifications updates in real-time.
Interactive visualisations of analytic solutions to the schroedinger equation (Simple quantum systems) for educational use.
An experimental real-time render engine
Odin is a path tracer that is written using the Vulkan API and compute shaders
A modern GPU-driven Vulkan renderer with a customizable rendering pipeline.
A low-dimensional linear algebra library for real-time computer graphics.
A small application demonstrating Shadows, Bump Mapping, Anti-Aliasing and a Quaternion Camera under DirectX 10
The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.
Cross-Platform Real-Time Physically-Based Rendering for C++! glTF-friendly!
One of a series of long-running audiovisual installation works created in Unity.
One of a series of long-running audiovisual installation works created in Unity.
A method for baking persistent decals to textures using UV-space rasterization.
One of a series of long-running audiovisual installation works created in Unity.
Toy engine. First steps with Vulkan, following vulkan-tutorial.com
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When using
image_view_t::as_storage_imageor similar (intended to be temporary) objects of the pattern "as_something", the following situation can occur:An
image_view_as_storage_imagestores thevk::ImageViewhandle internally, and its lifetime might extend the lifetime of theimage_viewit has stored the handle from. That's not good. Optimally, the framework would prevent such us