Nore's repositories

brdf

Code sample accompanying the article "Crash Course in BRDF Implementation"

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CRYENGINE

CRYENGINE is a powerful real-time game development platform created by Crytek.

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dev-awesomenesses

awesome things noted and reviewed.

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DirectX-Graphics-Samples

This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.

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Falcor

Real-Time Rendering Framework

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FastNoise

Fast Portable Noise Library - C# C++ C Java HLSL

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gitignore

A collection of useful .gitignore templates

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GLSL-PathTracer

A GLSL Path Tracer

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imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

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MarkovJunior

Probabilistic language based on pattern matching and constraint propagation, 153 examples

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mkl-dnn

Fork of oneAPI Deep Neural Network Library for Intel® Open Image Denoise

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OcclusionCulling

Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.

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oidn

Intel® Open Image Denoise library

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oneDNN

oneAPI Deep Neural Network Library (oneDNN)

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open-project-1

Unity Open Project #1: Action-adventure

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ozz-animation

Open source c++ skeletal animation library and toolset

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pbrt-v3

Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.

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pbrt-v4

Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.

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Probulator

Experimentation framework for probe-based lighting

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ray-tracing-gems

Source Code for "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs" by Eric Haines and Tomas Akenine-Möller

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Shadows

A sample app that demonstrates several techniques for rendering real-time shadow maps

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simple_vulkan_synchronization

A single-header library with a simplified interface for Vulkan synchronization

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TAA

Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)

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ThreadGroupIDSwizzling

HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/

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UnityURPToonLitShaderExample

A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP

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unreal_schematics

Schematics from Unreal official training at https://learn.unrealengine.com/home/LearningPath/113226

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volsample

Structured Volume Sampling - sample placement algorithm for real-time volume rendering with low aliasing, for camera-in-volume case.

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Vulkan-Samples

One stop solution for all Vulkan samples

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X-PostProcessing-Library

Unity Post Processing Stack Library | Unity引擎的高品质后处理库

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