Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
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Updated
May 29, 2022 - C++
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
DirectX 11 Renderer written in C++11
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Xultaik Game Engine
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
UE5 Niagara Compute Shader Integration Example (Boids)
A real-time computer vision engine implemented on top of Vulkan API.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
🦆 Flocking algorithm C++ implementation both for CPU and GPU using compute shaders
Simple Voxel Raytracer using SDL3 GPU with compute shaders
Kinect Fusion realized with OpenGL Computer Shaders
Fluid Simulation using SDL3 GPU with compute shaders
A simple Compute Shader for Physarum Slime Mould.
Vehicle Wetness is an Unreal Engine plugin that simulates dynamic rain droplets and wetness masks for vehicles (or any other surfaces) using GPU compute shaders.
2D physics simulation and rendering library in modern C++, with GPU acceleration
Focal Engine is an open-source, modular 3D rendering and game engine built with C++ and OpenGL, designed for real-time graphics, visualization, and interactive applications.
Purely native android application with Vulkan API
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