Starred repositories
This repository contains a rough GLSL implementation of "Deep and Fast Approximate Order Independent Transparency" by G. Tsopouridis, A. A. Vasilakis and I. Fudos.
3D-Graphics-Rendering-Cookbook, Second Edition
Step-by-step guide through the abstract and complex universe of Fragment Shaders.
Physically based renderer demo written using Vulkan.
Makes ARM NEON documentation accessible (with examples)
A minimal Vulkan deferred rendering demonstration.
Demo associata alla conferenza DevGames 2024 (https://devgames.org/) "Astrazioni per Vulkan/DirectX"
An OpenGL tutorial on clustered shading. A technique for efficiently rendering thousands of dyanmic lights in games.
Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Elias Daler's Bikeshed Renderer (Vulkan renderer/game engine)
GPU font rendering from vector outlines demonstration
Terrain rendering algorithm in less than 20 lines of code
(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.
mimalloc is a compact general purpose allocator with excellent performance.
Analyze and convert normal textures
A modern C++17 glTF 2.0 library focused on speed, correctness, and usability
Open source game maps as OBJ files (useful for testing 3D engines)
A large-scale real-world terrain renderer written in Rust using the Bevy game engine.