A game engine with an emphasis on real-time cutting-edge solutions
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Updated
Nov 13, 2024 - C
A game engine with an emphasis on real-time cutting-edge solutions
Nvidia's PCSS soft shadow algorithm implemented in Unity
✨ Expressive WebGL
Source code for cross-platform OpenGL gaming engine
DirectX 11 graphics engine
CPU forward/deferred rasterizer with depth-buffering, texture mapping, normal mapping and blinn-phong shading implemented in C
🎥 Graphics Kernel: flexible, highly configurable, extensible render engine (realtime offline)
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
3D scene with a model of the Solar System
C CPU Software-Rasterizer
Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftodebogdan/ShaderEditor
Simple meshes, materials, shadow maps, normal maps. Sky shader. Skeletal animation. Particle system.
Compact OpenGL Shadow Mapping Examples in a single compilation unit
Variance shadow mapping for omni lights with Vulkan
An OpenGL rendering engine written in pure C with no external libraries. We can input an obj file containing vertices and the engine will draw connect each vertex in 3D.
A collection of header files that can ease OpenGL programming
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
Physically based rendering in c and OpenGL
Ladybug for web provides weather data visualization and analysis on the web
A collection of exemplary graphics samples based on Magma and Vulkan API
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