Pinned Repositories
CDLOD
D3D12HelloTriangle
Simple D3D12 playground, forked from https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12HelloWorld
DirectXTex
DirectXTex texture processing library
FidelityFX-ParallelSort
FidelityFX Parallel Sort
riversim
Proof of concept ad-hoc GPU-based water flow over heightmap terrain sim, combined with a secondary realtime surface wave sim
ASSAO
Adaptive Screen Space Ambient Occlusion
CMAA2
Conservative Morphological Anti-Aliasing 2.0
MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
VRS-DoF
Variable Rate Shading and Depth of Field
XeGTAO
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
fstrugar's Repositories
fstrugar/CDLOD
fstrugar/riversim
Proof of concept ad-hoc GPU-based water flow over heightmap terrain sim, combined with a secondary realtime surface wave sim
fstrugar/D3D12HelloTriangle
Simple D3D12 playground, forked from https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12HelloWorld
fstrugar/DirectXTex
DirectXTex texture processing library
fstrugar/FidelityFX-ParallelSort
FidelityFX Parallel Sort
fstrugar/taskflow
Modern C++ Parallel Task Programming
fstrugar/XeGTAO
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license