MehdiNS's Stars
simco50/D3D12_Research
Personal hobby project to experiment with various rendering techniques.
jlaumon/AssetCooker
Asset Cooker is a build system aimed at game assets, for custom engines. It leverages Windows' USN journals to robustly track which files change, and only cook what needs to be cooked.
GameTechDev/TAA
Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)
dcoeurjo/transport-optimal-gdrigrv-11-2020
zeux/meshoptimizer
Mesh optimization library that makes meshes smaller and faster to render
jlemein/hair-rendering-thesis
Master thesis project about hair rendering at Utrecht University
Polish-Miko/GravityEngine
my dx12 playground
GPUOpen-LibrariesAndSDKs/TiledLighting11
AMD compute-based tiled lighting sample based on DirectX 11
texturedesign/texturize
🤖🖌️ Generate photo-realistic textures based on source images or (soon) PBR materials. Remix, remake, mashup! Useful if you want to create variations on a theme or elaborate on an existing texture.
rxi/lite
A lightweight text editor written in Lua
richgel999/bc7enc16
Fast single source file BC7/BPTC texture encoder with perceptual metric support
rawrunprotected/rasterizer
A state-of-the-art software occlusion culling system
nfrechette/acl
Animation Compression Library
mitsuba-renderer/mitsuba2
Mitsuba 2: A Retargetable Forward and Inverse Renderer
GameTechDev/D3D12VariableRateShading
A simple D3D12 example demonstrating how to use Intel Tier 1 Variable Rate Shading
microsoft/DirectX-Debugging-Tools
Debugging tools for Direct3D-based software
GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator
Easy to integrate memory allocation library for Direct3D 12
TheRealMJP/OverlappedExecution
A DX12 application for testing the ability of GPU's to overlap execution of dispatch and draw calls
acmarrs/ColorBanding
A simple D3D12 sample demonstrating how to use white and blue noise to eliminate color banding.
brainexcerpts/Dual-Quaternion-Skinning-Sample-Codes
Dual Quaternion and Dual Quaternion Skinning tutorial
smb02dunnal/volumetric-explosions
The sample for the GPU Pro 6 article on volumetric explosions.
cdglabs/Shadershop
polymonster/pmfx-shader
Cross platform shader system for HLSL, GLSL, Metal and SPIR-V.
gwihlidal/dxil-signing
Utility to sign DXIL code after compilation
acmarrs/IntroToDXR
A barebones sample application to get you jump started with DirectX Raytracing (DXR)!
microsoft/DirectXShaderCompiler
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
kevinortegren/VoxelAO
kevinortegren/ClusteredShadingConservative
DirectX 12 light culling technique featured in GPU Pro 7
NVIDIAGameWorks/HBAOPlus
HBAO+
gpeyre/2017-ot-beginners
Optimal Transport for Dummies - Code, slides and article