- Seattle, WA
- @mak_pav
- in/maksym-pavlenko
Highlights
- Pro
Lists (1)
Sort Name ascending (A-Z)
Stars
๐ฎ A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
The Forge Cross-Platform Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
One stop solution for all Vulkan samples
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
Dagor Engine and Tools source code from Gaijin Games KFT
Advanced shading language for production GI renderers
๐๐ Project Island is an experimental, hot-reloading Vulkan Renderer for Linux and Windows, written in C/C++.
A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.
Source Code for "Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX" by Adam Marrs, Peter Shirley, and Ingo Wald
Learned Motion Matching example implementation and source code for the article "Code vs Data Driven Displacement"
Unreal Engine Sky Atmosphere Rendering Technique
Personal hobby project to experiment with various rendering techniques.
An example path tracer that runs on multiple ray tracing backends (Embree/DXR/OptiX/Vulkan/Metal/OSPRay)
Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources.
Immediate-mode, renderer agnostic, lightweight debug drawing API.