Pinned Repositories
Blender_DreamUV
DreamUV - 3D viewport UV editing tools for Blender
gimp-plugin-insanebump
Gimp Plug-in InsaneBump converted and improved from python script
gimp-plugin-normalmap
A plugin for GIMP that aids in the authoring of tangent-space normal maps for use in per-pixel lighting applications
OpenGL-PathTracer
A GLSL Path Tracer
OpenGL-VolumetricClouds
An OpenGL 4 and C++ program which renders a procedural scene.
RBDOOM-3-BFG
Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
RBDOOM-3-BFG_Flatpak
RBDOOM-3-BFG_mod_unittests
RBDOOM-3-BFG assets pack with custom maps for testing engine features like PBR
RBQUAKE-3
Personal Quake III Arena toy engine based on my old XreaL Q3A project (2006 - 2011)
TrenchBroomBFG
TrenchBroom for DOOM 3 (BFG)
RobertBeckebans's Repositories
RobertBeckebans/OpenGL-VolumetricClouds
An OpenGL 4 and C++ program which renders a procedural scene.
RobertBeckebans/OpenGL-HDRSample
Nvidia's OpenGL HDR Sample with Compute Shaders as a standalone SDL app
RobertBeckebans/deathquake
A drinking game for Quake 3 Arena. This repository contains a log parser, scoreboard and a game master.
RobertBeckebans/DOOM3-BFG-RIFT
RobertBeckebans/Blender_BFG-Forge
BFG Forge
RobertBeckebans/OpenGL-ClusteredForward
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
RobertBeckebans/voxels
Voxels Library - C++ library for voxel manipulation and polygonization
RobertBeckebans/BlueNoise
A SciPy implementation of the void-and-cluster method for generation of blue noise textures with arbitrary dimension.
RobertBeckebans/common-shaders
Collection of commonly used Cg shaders. These shaders are usable by either HLSL and/or Cg runtime compilers. The cg2glsl script will translate most of these into GLSL shaders.
RobertBeckebans/DeferredTexturing
A rendering sample that demonstrates bindless deferred texturing using D3D12
RobertBeckebans/Enhanced-Syntax-Highlighting
[Marketplace] Lightweight "editor classifier extension" for Visual Studio based on the async Roslyn APIs to enhanced highlighting custom tags in C# code.
RobertBeckebans/ForwardPlus11
AMD Forward+ sample based on DirectX 11
RobertBeckebans/GPURealTimeBC6H
Real-time BC6H compression on GPU
RobertBeckebans/IntegrateDFG
RobertBeckebans/MSAAFilter
MSAA and Temporal AA Sample
RobertBeckebans/pbrt-v2
Source code for the version of pbrt described in the second edition of "Physically Based Rendering"
RobertBeckebans/pbrt-v3
Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
RobertBeckebans/PhysicallyBasedLensFlare
Lens flare
RobertBeckebans/Procedural-Cities
master thesis
RobertBeckebans/ProgImgView
Simple image viewer based on DirectXTex
RobertBeckebans/Project6-Vulkan-Grass-Rendering
RobertBeckebans/realtime-clouds
Implementation of Horizon: Zero Dawn's cloud renderer.
RobertBeckebans/recastnavigation
Navigation-mesh Toolset for Games
RobertBeckebans/ShadowFX
DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering
RobertBeckebans/Shadows
A sample app that demonstrates several techniques for rendering real-time shadow maps
RobertBeckebans/TiledLighting11
AMD compute-based tiled lighting sample based on DirectX 11
RobertBeckebans/Tombstone_CMake
CMake for Tombstone Engine
RobertBeckebans/VkRayTutorials
Linux Port from the tutorials of the VK_NV_ray_tracing extension by NVIDIA
RobertBeckebans/wavefunctioncollapse
Walk through an infinite, procedurally generated city
RobertBeckebans/WaveFunctionCollapse-1
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics.