Physically-based-deferred-shading
OpenGL-Particle-Motion
Physically-based-deferred-shading | OpenGL-Particle-Motion | |
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2 | 3 | |
11 | 9 | |
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0.0 | 6.9 | |
almost 4 years ago | 9 months ago | |
C++ | C++ | |
- | Apache License 2.0 |
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Physically-based-deferred-shading
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What was the highlight of your education as a CS major?
Link with some videos/gifs since OP asked: https://github.com/jonaskris/Physically-based-deferred-shading
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Project Ideas
For my graphics project i made a physically based renderer (with deferred lighting). You use textures for metalness, roughness and color to create materials that can be lighted very realistically. It was very fun to make, but prepare to spend a lot of time working on it.
OpenGL-Particle-Motion
- I made a project that simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL.
- I made a project that simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL
What are some alternatives?
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scop_vulkan - A 3D model viewer written C++20 and Vulkan
three-body-problem - .ೃ A graphical simulation of the three body problem written in C++.
BunnyLOD - Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification
space-shooter - OpenGL project on the Spaceship Shooting Game
Multiple-Context-GLFW - Example using my utility MyContex to create Multiple OpenGL context with glfw3
GLM - OpenGL Mathematics (GLM)
chip-8 - Yet another Chip-8 interpreter, but this time with a beautiful interface 💻
Space-Shooter - Developing space shooter game
stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.
root - The official repository for ROOT: analyzing, storing and visualizing big data, scientifically