Giters
mickvangelderen
/
clustered-light-shading
Exploring stereoscopic rendering.
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mickvangelderen/clustered-light-shading Issues
Render a reflection/mirror
Updated
4 years ago
Render virtual point lights
Updated
5 years ago
Frustrum/Frustum
Closed
5 years ago
Comments count
1
Refactor mono/stereo
Closed
5 years ago
Comments count
1
Obtain VR camera parameters
Closed
5 years ago
Load the bistro model
Closed
5 years ago
Comments count
1
Use BGRA rather than RGBA as the internal format?
Closed
5 years ago
Comments count
1
Design recording arbitrary profiling data
Closed
5 years ago
Comments count
1
Implement a run that doesn't profile time rather but values
Closed
5 years ago
Write rendered frames to disk
Closed
5 years ago
Preallocate lights_xyzr buffer
Closed
5 years ago
Use glInvalidateBufferData
Closed
5 years ago
Write profiling data to timestamped folder
Closed
5 years ago
Sparse clustering
Closed
5 years ago
Implement traditional clustered light shading
Closed
5 years ago
Comments count
1
Anti-alias stereoscopic framebuffers
Closed
5 years ago
Clean up
Closed
5 years ago
Ditch pre-computed tangents?
Closed
5 years ago
Comments count
1
Apply two-pass bilateral filter to ambient occlusion
Closed
5 years ago
Comments count
1
Try out this AO code
Closed
5 years ago
Performance
Closed
5 years ago
Comments count
1
Decouple objects from their meshes
Closed
5 years ago
Use more material information
Closed
5 years ago