A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
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Updated
Sep 19, 2024 - C++
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
A Godot 4 plugin allowing for easy use of compute shaders.
Exploring Cellular Automata, Numpy, Compute Shaders, and related topics
A demo of my Godot 4 compute-helper plugin running a slime mold simulation.
UE5 Compute Shader Boids Niagara Example
Freeform mesh slicing test-ground project using marching cubes and much more.
Efficiently calculate the longest total stopping times of Collatz sequences.
A language for WebGPU that makes writing shaders easier
A minimalist wrapper around the Vulkan API to write easy, portable, and (somewhat) safe compute shaders in C
Focal Engine is a personal project where I'm developing a 3D rendering engine.
Fully Destructible GPU Compute Volumetric Terrain Generator in Unity HDRP
Direct access to WebGPU native APIs from perl
Implementation of the Computation At The Edge Of Chaos paper [Langton; 1990] via D3D11 Compute Shaders
🎮 A collection of game development algorithms and techniques
Easily and quickly create texture masks from existing textures in unity
Xultaik Game Engine
Develop a 3D interactive graphics rendering engine
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Interactive Cyclic Cellular Automata implemented with D3D11 compute shaders
Uniform API for compute shaders in OpenGL and Metal
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