A 3D graphics library full of helpful functions and things.
- Model loading
- ImGui
ocornut's library - Dithering pixel shader
http://danfessler.com/blog/hd-index-painting-in-photoshop
- SSAO
- http://floored.com/blog/2013/ssao-screen-space-ambient-occlusion.html
- http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf
- http://iquilezles.org/www/articles/ssao/ssao.htm
- http://iquilezles.org/www/articles/sphereao/sphereao.htm
- http://john-chapman-graphics.blogspot.no/2013/01/ssao-tutorial.html
- http://blog.evoserv.at/index.php/2012/12/hemispherical-screen-space-ambient-occlusion-ssao-for-deferred-renderers-using-openglglsl/
- Ingame shader editor
- Using ImGUI
- Reload shader on the fly, compilation errors
- Parse shader, detect // color 0.0 1.0 and create color slider in GUI
- xBR scaler
description of the algorithm
implementation
mame implementation - Scalable height field self shadowing
paper - Shadows
slides - Voxel cone tracing
video
slides
various links
visualizing voxels
an implementation
voxelization
shadow casting
gtc 2012 - Tessendorf water
- Volumetric clouds
Compute shader Pyroclastic volume Sliced volume rendering intel samples intel cloud sample - Volumetric fog
http://www.alexandre-pestana.com/volumetric-lights/ - Terrains + tesselation
iq, improved perlin noise - Motion blur
- Subsurface scattering
- Dynamic shadows through voxelization
http://www.alexandre-pestana.com/dynamic-shadow-casting-point-lights-tiled-deferred-rendering/ - Depth of field / bokeh
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/ - Fourier opacity mapping
- Adaptive volumetric shadow mapping
- Spherical harmonics
- Variance shadow maps
- Volume rendering
nice paper intro to volume rendering gpu gems - 3D fluid sim
an implementaion