scop_vulkan
Physically-based-deferred-shading
scop_vulkan | Physically-based-deferred-shading | |
---|---|---|
2 | 2 | |
140 | 11 | |
- | - | |
1.8 | 0.0 | |
over 2 years ago | almost 4 years ago | |
C++ | C++ | |
MIT License | - |
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scop_vulkan
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Scop – a 3D model viewer written in C++20 and Vulkan
> It's not mentioned which model format the viewer supports.
It's mentioned[0] in `README.md`:
> scop can load Wavefront .obj files
[0] https://github.com/cledant/scop_vulkan#features
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.
What are some alternatives?
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
limitless-engine - OpenGL C++ Graphics Engine
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
BunnyLOD - Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification
GLFW-OCaml - A GLFW binding for OCaml.
Multiple-Context-GLFW - Example using my utility MyContex to create Multiple OpenGL context with glfw3
imtui - ImTui: Immediate Mode Text-based User Interface C++ Library
chip-8 - Yet another Chip-8 interpreter, but this time with a beautiful interface 💻
CubiCAD - A fast and modern vulkan based rendering engine
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.
Yave - Yet Another Vulkan Engine
stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.