NVIDIA DesignWorks Samples (nvpro-samples)

NVIDIA DesignWorks Samples

nvpro-samples

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Location:Santa Clara, CA

Home Page:http://www.nvidia.com

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NVIDIA DesignWorks Samples's repositories

vk_raytracing_tutorial_KHR

Ray tracing examples and tutorials using VK_KHR_ray_tracing

Language:C++License:Apache-2.0Stargazers:1280Issues:35Issues:49

vk_mini_path_tracer

A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++.

Language:C++License:Apache-2.0Stargazers:1079Issues:39Issues:15

vk_raytrace

Ray tracing glTF scene with Vulkan

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nvpro_core

shared source code and resources needed for the samples to run

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gl_vk_meshlet_cadscene

This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.

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build_all

GO HERE FIRST: nvpro-samples overview

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vk_order_independent_transparency

Demonstrates seven different techniques for order-independent transparency in Vulkan.

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vk_video_samples

Vulkan video samples

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vk_mini_samples

Collection of Vulkan samples

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gl_vk_threaded_cadscene

OpenGL and Vulkan comparison on rendering a CAD scene using various techniques

Language:C++License:Apache-2.0Stargazers:156Issues:25Issues:11

vk_displacement_micromaps

This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_micromap extension.

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vk_denoise

Denoising a Vulkan ray traced image using OptiX denoiser

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vk_shaded_gltfscene

Rendering glTF scenes with ray tracer and raster (Vulkan)

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gl_vk_simple_interop

Display an image created by Vulkan compute shader, with OpenGL

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vk_toon_shader

Silhouette and toon shading post-processing with Vulkan

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gl_vk_supersampled

Vulkan sample showing a high quality super-sampled rendering

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nvtt_samples

NVIDIA Texture Tools samples for compression, image processing, and decompression.

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vk_compute_mipmaps

Customizable compute shader for fast cache-aware mipmap generation

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gl_vk_raytrace_interop

Adding ray traced ambient occlusion using Vulkan and OpenGL

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vk_async_resources

Sample showcasing lifetime management and resource transfers in Vulkan

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vk_device_generated_cmds

Vulkan sample on VK_NV_device_generated_commands

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vk_timeline_semaphore

Vulkan timeline semaphore + async compute performance sample

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vk_offline

Rendering offline using Vulkan without opening a window

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vk_memory_decompression

Vulkan Memory Decompression (VK_NV_memory_decompression) sample

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vk_streamline

DLSS Super Resolution and DLSS Frame Generation via Streamline

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vk_idbuffer_rasterization

Vulkan sample to render efficient per-part IDs in CAD models

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nvml_enterprise_gpu_check

Shows how to check if a GPU is an Enterprise/Quadro GPU using NVML.

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gl_vrs

Variable Rate Shading in OpenGL

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vk_inherited_viewport

VK_NV_inherited_viewport_scissor and secondary subpass command buffer re-use

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vk_ddisplay

Sample to demonstrate multi-GPU rendering and presenting to ddisplays, meaning displays that are not part of the Windows desktop and of which an application takes complete control.

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