Physically-based-deferred-shading
BunnyLOD
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Physically-based-deferred-shading | BunnyLOD | |
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2 | 4 | |
11 | 74 | |
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0.0 | 0.0 | |
almost 4 years ago | almost 4 years ago | |
C++ | C++ | |
- | MIT License |
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Physically-based-deferred-shading
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Tracking mentions began in Dec 2020.
BunnyLOD
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help implementing LOD edge collapse algorithm
You might want to take a look at Stan Melax's easy mesh simplification technique with edge collapse at http://www.melax.com/polychop (read the full article link) - I've ported the code so it runs cross platform on https://github.com/dougbinks/BunnyLOD
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Mesh optimization algorithms
I use a variant of progressive meshing, but constrained to preserve edges, normals and ambient occulusion in Avoyd based on Stan Melax's work: https://github.com/dougbinks/BunnyLOD
What are some alternatives?
meshoptimizer - Mesh optimization library that makes meshes smaller and faster to render
chip-8 - Yet another Chip-8 interpreter, but this time with a beautiful interface 💻
limitless-engine - OpenGL C++ Graphics Engine
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
scop_vulkan - A 3D model viewer written C++20 and Vulkan
Multiple-Context-GLFW - Example using my utility MyContex to create Multiple OpenGL context with glfw3
Bplus.jl - A modern OpenGL 4.6 rendering framework, written in Julia.
OpenGL-Particle-Motion - This project simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL.
stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.