PBR-renderer
Vision
PBR-renderer | Vision | |
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1 | 1 | |
36 | 0 | |
- | - | |
0.0 | 0.0 | |
almost 3 years ago | almost 3 years ago | |
C++ | C++ | |
- | - |
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PBR-renderer
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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 🙏🙏
Vision
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Anyone wanna team up and write a graphics engine in Vulkan together?
I started an open-source project with Vulkan with the goal to support 3d modeling with ray marching. At this point, it just displays a window with an ImGui user interface but I intend implementing a path tracer with modeling capabilities. You‘ll find the project on Github. https://github.com/Illuminai/Vision
What are some alternatives?
F3D - Fast and minimalist 3D viewer.
Lift - Vulkan Path Tracer with Optix Denoiser integration
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Cinder - Cross-platform, modular, extendable ray-tracer.
yocto-gl - Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
path-tracer - A physically-based Monte Carlo Path Tracer (Ray Tracer) from scratch
Ghurund - My DirectX 12 playground - engine, editor and a sample game.
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
Cluster - Clustered shading implementation with bgfx
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.