A small application demonstrating Shadows, Bump Mapping, Anti-Aliasing and a Quaternion Camera under DirectX 10
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Updated
Feb 24, 2013 - C++
A small application demonstrating Shadows, Bump Mapping, Anti-Aliasing and a Quaternion Camera under DirectX 10
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
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.
📘 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。
OpenGL rendering engine for terrain simulation
A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
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)
Toy engine. First steps with Vulkan, following vulkan-tutorial.com
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.
Performance for Unity and modular synthesizer at EdgeCut (HYBRIDITY) at NEW INC in February 2020.
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.
Projects and code repository for 3D Game and Graphics Programming using Unigine book
Odin is a path tracer that is written using the Vulkan API and compute shaders
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