PBR-renderer
physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches (by laena-gif)
HybridRenderingEngine
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL. (by Angelo1211)
PBR-renderer | HybridRenderingEngine | |
---|---|---|
1 | 6 | |
36 | 1,064 | |
- | - | |
0.0 | 0.0 | |
almost 3 years ago | almost 2 years ago | |
C++ | C++ | |
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PBR-renderer
Posts with mentions or reviews of PBR-renderer.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-05-04.
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Anyone wanna team up and write a graphics engine in Vulkan together?
I have a sandbox project where I has been playing with raw D3D12 api, you can see it on my GitHub https://github.com/laena-gif/PBR-renderer. I definitely want to participate 🙏🙏
HybridRenderingEngine
Posts with mentions or reviews of HybridRenderingEngine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-23.
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Why Are Modern PC Games Using So Much VRAM?
Aside from that, for more foundational information about how things like rendering and shaders work, there's a plethora of content out there such as NVIDIA's "Life of a Triangle" blog post or Fabien Giesen's "A trip through the Graphics Pipeline" blog post. There's really too much to link, so I'm just gonna link this treasure trove of resources covering dozens upon dozens of articles, presentations and blog posts from general computer graphics, GPU programming and architecture, software development, OpenGL-specific resources for getting into graphics programming, etc.
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Hi! This is my Vulkan renderer called Croissant. I decided to learn Vulkan and graphics techniques by creating a renderer. Although it is still a work in progress and lacks several features, I hope that sharing my project may be helpful to others who are also learning!
Hybrid Rendering Engine by Angelo1211
- Has anyone switched from web dev to graphics programming?
- Story: My (failed) attempt to jump to graphics at Big Ns, as a generalist C++ dev
- Is there a good, open source, realistic OpenGL renderer for us to use?
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Looking for some tips about Compute Shaders
Also, I found this to be a nice stack of links: https://github.com/Angelo1211/HybridRenderingEngine/wiki/References#22-Compute-Shaders