Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.
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Updated
Apr 2, 2017 - C++
Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.
Clustered forward rendering demo with Vulkan
This is a first person shooter prototype inplementation for an university project
CPU Physically Based Path Tracer Engine
Simple Ray Tracing implementation to draw scene with ASCII characters by using C++ & SFML.
Own 3D engine using Qt, C++ with different algorithms and solids generating (w/o OpenGL)
Physically based shading in GLSL using HDR image based lighting. Uses tesselation shaders for dynamic deformation of the geometry.
Ice Growth simulation with DLA and heat diffusion
Implementation of a CPU-based 2D shading rendering engine
A more advanced Ray Tracer with pbr shading, bsdf, anti-aliasing and much more !
Main Physically-Based Rendering algorithms
C++ Ray Tracer: Texture Mapping, Shadows, Reflection, Refraction.
Simple demo project shows off how to create and texture a mesh by revolving a bezier curve about the y-axis.
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