There are 6 repositories under compute-shader topic.
Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project.
A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
Compute Stochastic Screen Space Reflections for unity post processing
Boids behavior calculation code is modified to utilize Microsoft Direct Compute resulting significant improvements in Performance. 利用Compute Shader实现Boids模拟。
Instancing & Animation library for Unity3D
GPU atmosphertic scattering and planet generation in Unity 3D
Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8
Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization (fine rasterization, which calls the pixel shaders).
Voxel game written in Bevy making heavy use of WGSL compute shaders
C# OpenGL Path Tracer, Real-Time GPU accelerated
Implementation of Physarum- Slime mold behaviour on Unity3D.
Display an image created by Vulkan compute shader, with OpenGL
OneSweep, implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
Doing flocking/Boids in UE4 using GPGPU
GPU ComputeShader implementation of Marching Cubes algorithm
💎 Approximated crystal caustics effect in Unity.
SPH simulation in OpenGL compute shader.
Raylib 100% GPU particles example in 3D. Uses compute shaders and is fully documented. Millions of particles at 60 fps on a laptop.
Unity Compute Shader Realtime Ray Tracing
SPH in the Unity engine implemented in three different ways using MonoBehaviour, Entity-Component-System, and ComputeShader
How to do DXT/BCn texture compression in Unity using compute shaders
Vulkan path tracing with Rust
Fake pixel sorting effect implemented with a compute shader in Unity.
A visual Deep Learning Framework for the Web - Built with WebGPU, Next.js and ReactFlow.
Implementing Different Methods of Circle to Circle Collision Detection using variety of new Technologies: Vulkan Graphics/Compute API, AVX2/AVX-512
A compute shader implementation of the OneSweep sorting algorithm.
Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D.
GPU occlusion culling using compute shader with Vulkan