There are 5 repositories under compute-shaders topic.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A GPU Particle System for Unity ✨capable of simulating and rendering millions of particles at once 💥
DirectX 11 Renderer written in C++11
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
A Minecraft clone demo (master thesis)
Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8
A language for WebGPU that makes writing shaders easier
An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12 and Unity. Theoretically portable to all wave/warp/subgroup sizes.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
🎮 A collection of game development algorithms and techniques
Playing with Metal
Develop a 3D interactive graphics rendering engine
CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton.
A tiny library for launching compute shaders on D3D11, Metal and Vulkan
3D Flocking in Unity with the Compute Shader
Path-tracing in Godot 4 using vulkan compute shaders
Learning compute shaders in public, in Godot 4
Counter-Strike 2 responsive smoke w/ Unity Compute Shader
A Simple GPU-based Drawing App made with Unity
Brute Force calculation of n body simulation using compute shaders
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Kinect Fusion realized with OpenGL Computer Shaders
🦆 Flocking algorithm C++ implementation both for CPU and GPU using compute shaders
Bindings to wgpu-native for the Crystal programming language
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Unity + Compute shaders + GPU Radix sort + LBVH + Wave intrinsics + Raytracing
A particle simulation running in parallel on the GPU using compute shaders. The particle simulation looks astounding and very life-like and I tried to make it as optimized as possible.
A Godot 4 plugin allowing for easy use of compute shaders.
Freeform mesh slicing test-ground project using marching cubes and much more.
A compute shader experiment in Godot