Pete Brubaker's repositories
tungsten
High performance physically based renderer in C++11
optimization-manual
Contains the source code examples described in the "Intel® 64 and IA-32 Architectures Optimization Reference Manual"
distill
Asset pipeline system for game engines & editor suites.
DeferredTexturing
A rendering sample that demonstrates bindless deferred texturing using D3D12
tlsf
Two-Level Segregated Fit memory allocator implementation.
LabText
A bunch of text processing code
GraphicsGems
Code for the "Graphics Gems" book series
memory-allocators
Custom memory allocators in C++ to improve the performance of dynamic memory allocation
BakingLab
A D3D11 application for experimenting with Spherical Gaussian lightmaps
MinimalAtmosphere
A minimal atmospheric scattering implementation for Unity
CppSPMD_Fast
Optimized CppSPMD test project: macro control flow, SSE4.1/AVX1/AVX2/AVX2 FMA support
Tether-ISPC
A comprehensive Visual Studio MSBuild integration of the Intel SPMD Compiler (ISPC), Premake support and a collection of ISPC tests and demos
spherical-harmonics
Spherical harmonics library
perftest
GPU texture/buffer performance tester
LabVfx
LabVfx
glTF-DXViewer
Sample to show import and DirectX rendering for glTF files
GettingStartedWithRTXRayTracing
Getting Started with RTX Ray Tracing
ATF
Authoring Tools Framework (ATF) is a set of C#/.NET components for making tools on Windows. ATF has been in continuous development in Sony Computer Entertainment's (SCE) Worldwide Studios central tools group since early 2005. ATF has been used by most SCE first party studios to make many custom tools such as Naughty Dog’s level editor and shader ed
Marching-Cubes
Coding Adventure
motive
A cross-platform, memory efficient, and performant animation system written in C++
3dfluid
A 3D version of Jos Stam's famous fluid solver written in C using GLUT.