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My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading
Simple GLFW OpenGL/C++ framework made for educational purposes: Assimp, ImGUI, Deferred/Forward+ Shading, Compute/Geometry Shaders and etc.
The example project for blog
Another OBJ/MTL 3D models viewer
Link's Real-Time Rendering Lab.
First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
Updated
Oct 11, 2020
JavaScript
A collection of exemplary graphics samples based on Magma and Vulkan API
Experimental 3D Game Engine
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Clustered shading implementation with bgfx
Deferred rendering engine written in C, using OpenGL, GLFW, GLEW & FreeType.
A GameEngine library for OpenGL developed for educational purposes.
This is an application which implements a deferred shading renderer. It's a part of my graduation project.
OpenGL Renderer w/ FrameGraph
CUDA-based Independent and Customizable Render
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