1. | Single shot global illumination with no denoiser | 108 | |
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2. | Cluster-based rendering, Nanite-style (200M triangles in 1ms) | 78 | |
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3. | 2d Full Global Illumination #2 (working principle and perf tests) | 71 | |
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4. | Announcement for graphics programming enthusiasts! | 68 | |
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5. | O(1) precomputed raymarching | 56 | |
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6. | Global illumination in screenspace: 80fps, noise-free, no reprojection | 55 | |
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7. | Position-based SPH running on the GPU | 46 | |
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8. | Radiance Cascades Rendered Directly | 44 | |
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9. | Rendering fragment shader grass in O(1) | 41 | |
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10. | Thermodynamics simulation v3: temperature | 38 | |
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11. | Subsurface refraction rendering | 32 | |
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12. | Screen Space Global Illumination | 31 | |
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13. | Sound wave simulation | 30 | |
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14. | Ocean rendering shader breakdown | 29 | |
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15. | [Path of Exile 2.5] Totally not broken Scold's Bridle discharger Berserker | 24 | | Path of Exile 2
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16. | Gpu Physics #2: rigid body collisions & response | 24 | |
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17. | Thermodynamics simulation v2: pistons | 22 | |
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18. | Sparse voxel signed distance octree ray-guided GPU streaming | 21 | Guide |
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19. | Hierarchal radiance cascades GI experiment | 19 | |
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20. | Efficient grass rendering based on precomputed raycast | 19 | |
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21. | Glittergram demo #1: loading models (sort of) | 16 | |
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22. | Real time optical wave field propagation | 16 | |
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23. | Thermodynamics simulation v6: a Jet Engine! | 14 | |
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24. | Glittergram demo #0: proof of concept | 14 | |
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25. | Crack propagation simulation (drying paint/soil) | 13 | |
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26. | Численная модель двигателя Стирлинга | 13 | |
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27. | CPU and GPU (Vulkan) profiler, rendered with ImGui | 12 | |
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28. | 2d Full Global Illumination #1 (proof of concept, no denoising, interactive fps) | 12 | |
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29. | Gpu Physics #1: 80k rigid particles | 12 | |
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30. | Realtime fur rendering based on precomputed raytracing | 11 | |
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31. | Path of Exile ocean water | 11 | | Path of Exile
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32. | Rendering unlimited noodles | 11 | |
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33. | Кин-дза-дза гитара | 11 | |
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34. | GPU Particles bucket sorting | 10 | |
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35. | Global Illumination, Reflective Shadowmaps | 10 | |
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36. | Sparse voxel octree ray-guided GPU streaming | 10 | |
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37. | Wave equation solver | 10 | |
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38. | Navier Stokes Solver comparison: MacCormack, BFECC, Limiters, Vorticity confinement | 9 | |
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39. | New water shader | 9 | |
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40. | Walker.avi | 9 | |
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41. | Simple GPU hydrodynamics | 9 | |
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42. | Global illumination on view-adaptive imperfect shadow maps | 9 | |
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43. | Julia 3D set raytracing | 8 | |
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44. | Deathclaw unarmed rush kill without vats | 8 | | Fallout: New Vegas
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45. | Noise-free screenspace global illumination | 8 | |
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46. | Imperfect Shadow Maps global illumination on compute shaders | 7 | |
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47. | Thermodynamics simulation v4 (with explanation!) | 7 | |
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48. | Gerstner wave approximation | 6 | |
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49. | Noita functioning as intended (no mods) | 6 | |
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50. | 2d Pixel-perfect shadows | 6 | |
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51. | Office after ExileCon | 6 | |
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52. | Caterpillar tank advanced game physics | 5 | |
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53. | Wave reflection off boundary conditions | 5 | |
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54. | Curvature adjustment | 5 | |
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55. | GPU Particles bucket sorting debug rendering | 5 | |
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56. | Rasterization-based path tracing | 4 | |
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57. | Game engine test | 4 | |
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58. | Path traced dispersion, ambient lighting | 4 | |
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59. | Fallout new vegas unarmed & energy build | 4 | | Fallout: New Vegas
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60. | Walk pattern | 3 | |
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61. | Caterpillar tank game physics. Steam. | 3 | |
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62. | Navier-Stokes vorticity confinement | 3 | |
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63. | Nirvana -- Heart Shaped Box (guitar fingerstyle cover) | 3 | |
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64. | New Zealand platforming: water blow gauntlet | 3 | |
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65. | Collision detection visualization | 3 | |
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66. | Fox rampage | 3 | |
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67. | Neuro net robot adaptation | 2 | |
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68. | Stable dampened oscillations simulation | 2 | |
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69. | Fluid simulation | 2 | |
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70. | Thermodynamics simulation v5: positive displacement turbines | 2 | |
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71. | Shadow maps technique | 2 | |
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72. | CD Wirmshurst machine | 2 | |
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73. | Path of Exile river water WIP | 2 | | Path of Exile
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74. | Van de Graaff(Van de Pepper) generator | 2 | |
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75. | Far field ambient occlusion calculation | 2 | |
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76. | Buoyancy test with viscous friction | 2 | |
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77. | Mandelbulb order 5 sharp | 2 | |
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78. | Steampunk tank simulation demo | 1 | |
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79. | Path traced reflection/refraction, area lighting | 1 | |
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80. | Awakening of ancient evil yellow square | 1 | |
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81. | soft body.avi | 1 | |
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82. | Mandelbulb order 7 smooth | 1 | |
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83. | Julia 3D Metamorphs | 1 | |
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84. | Stirling engine on hot water first run | 1 | |
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85. | Elastic SPH Naive Approach(oscillations) | 0 | |
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86. | legendary deathclaw | 0 | | Fallout: New Vegas
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87. | Mandelbulb order 4 smooth | 0 | |
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88. | unarmed | 0 | | The Elder Scrolls V: Skyrim
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89. | Path traced reflection/refraction, ambient lighting | 0 | |
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90. | Path traced dispersion, area lighting | 0 | |
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91. | Twisting cards | 0 | |
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92. | Frank Sinatra Strangers in the Night guitar cover | 0 | |
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93. | Brain Renderer | 0 | |
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94. | Walker 2 controlling | 0 | |
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95. | AcManZ lungs | 0 | |
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96. | !!Rockets 2012 02 26 23 06 23 11 encoded | 0 | |
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97. | Tome 4 shaders | 0 | |
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98. | Bipedal walk pattern generation. Almost. | 0 | |
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99. | Shadow volume raytracing technique | 0 | |
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100. | Leapy walk pattern generation | 0 | |
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