Curvature-directed lines for conveying the shape of 3D SDF surfaces in a perceptually optimal manner
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Updated
Apr 10, 2024 - HLSL
Curvature-directed lines for conveying the shape of 3D SDF surfaces in a perceptually optimal manner
A compute shader implementation of the OneSweep sorting algorithm.
GPU voxel mesh generation and drawing in Unity HDRP
Render engine which uses ray marching to render 3D fractals composed of folded primitives. Implemented using HLSL compute shaders through Unity3D.
An attempt to port BC7E texture compressor to a GPU compute shader
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