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41 public repositories
matching this topic...
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A GPU Particle System for Unity
DirectX 11 Renderer written in C++11
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
Updated
Aug 6, 2018
Objective-C++
A real-time computer vision engine implemented on top of Vulkan API.
3D Flocking in Unity with the Compute Shader
Develop a 3D interactive graphics rendering engine
CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton.
A tiny library for launching compute shaders on D3D11, Metal and Vulkan
Simple graphics experiments built with Vulkan.
Brute Force calculation of n body simulation using compute shaders
Updated
Apr 21, 2021
ShaderLab
OpenGL Compute shader extensions for MonoGame
Experimental audio-visualizer written in F# using OpenGL compute shaders
Purely native android application with Vulkan API
A Simple GPU-based Drawing App made with Unity
An experiment into raytracing using Compute Shaders and the Unity Game Engine
Updated
Jan 19, 2020
JavaScript
A particle simulation running in parallel on the GPU using compute shaders. The particle simulation looks astounding and very life-like and I tried to make it as optimized as possible.
A realtime raytracer built with Monogame and .Net Core
Procedurally generated terrain and terrain editor implemented using Marching Cubes.
scuffed 2d wave equation simulation written in rust with vulkano
Updated
Apr 10, 2021
Rust
Bindings library to wgpu for the Crystal programming language.
Updated
Nov 9, 2020
Crystal
This system utilizes Vulkan as the primary compute engine in-place of CUDA for deep learning applications.
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