Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
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Updated
Mar 6, 2016 - C
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
3D Flocking in Unity with the Compute Shader
Playing with Metal
Purely native android application with Vulkan API
Ray Tracing with WebGL and compute shaders
an interactive ray tracer using OpenGL's compute shader
An experiment into raytracing using Compute Shaders and the Unity Game Engine
Procedurally generated terrain and terrain editor implemented using Marching Cubes.
A particle simulation running in parallel on the GPU using compute shaders. The particle simulation looks astounding and very life-like and I tried to make it as optimized as possible.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
Experimental audio-visualizer written in F# using OpenGL compute shaders
A tiny library for launching compute shaders on D3D11, Metal and Vulkan
DirectX 11 Renderer written in C++11
scuffed 2d wave equation simulation written in rust with vulkano
CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton.
Simple class to speed up working with compute shaders in Unity
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