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33 public repositories
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⚓ 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.
📘 电子书 -《Real-Time Rendering 3rd》提炼总结 | 全书共9万7千余字。你可以把它看做中文通俗版的《Real-Time Rendering 3rd》,也可以把它看做《Real-Time Rendering 3rd》的解读版与配套学习伴侣,或者《Real-Time Rendering 4th》的前置阅读材料。
⚡️ 基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
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
A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
MaterialX C++ and Python libraries
Updated
Jun 30, 2020
Mathematica
Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
RT-RSM is a real-time Global Illumination technique using GPU ray tracing
Ray Marching learning project using compute shaders in Unity (continued in ShaderToy)
Real-time private notifications that allows logged users to receive transfer notifications, amount update and unread notifications updates in real-time.
OpenGL rendering engine for terrain simulation
An experimental real-time render engine
Real-Time Rendering第4版中文总结
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.
A simple Raster/Ray-Trace hybrid renderer using NVIDIA RTX ray-tracing in Vulkan.
A modern GPU-driven Vulkan renderer with a customizable rendering pipeline.
Cross-Platform Real-Time Physically-Based Rendering for C++! glTF-friendly!
One of a series of long-running audiovisual installation works created in Unity.
Toy engine. First steps with Vulkan, following vulkan-tutorial.com
Odin is a path tracer that is written using the Vulkan API and compute shaders
my shadertoy codes and captures.
A method for baking persistent decals to textures using UV-space rasterization.
Updated
Jun 28, 2020
JavaScript
A study in Unity techniques and 3D aesthetics. Informed some of my other work.
One of a series of long-running audiovisual installation works created in Unity.
Undulating Plain (2018), live audiovisual simulation created for LOOPS festival in Rochester, NY.
Performance for Unity and modular synthesizer at EdgeCut (HYBRIDITY) at NEW INC in February 2020.
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