1. | Global illumination in screenspace: 80fps, noise-free, no reprojection | 358 | |
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2. | Cluster-based rendering, Nanite-style (200M triangles in 1ms) | 342 | |
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3. | Single shot global illumination with no denoiser | 576 | |
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4. | 2d Full Global Illumination #2 (working principle and perf tests) | 793 | |
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5. | Announcement for graphics programming enthusiasts! | 556 | |
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6. | Position-based SPH running on the GPU | 388 | |
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7. | Radiance Cascades Rendered Directly | 3,030 | |
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8. | Rendering fragment shader grass in O(1) | 338 | |
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9. | O(1) precomputed raymarching | 341 | |
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10. | Efficient grass rendering based on precomputed raycast | 203 | |
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11. | Ocean rendering shader breakdown | 165 | |
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12. | Gerstner wave approximation | 163 | |
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13. | Real time optical wave field propagation | 160 | |
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14. | Screen Space Global Illumination | 137 | |
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15. | Sparse voxel signed distance octree ray-guided GPU streaming | 110 | Guide |
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16. | Thermodynamics simulation v4 (with explanation!) | 107 | |
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17. | Thermodynamics simulation v3: temperature | 96 | |
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18. | Subsurface refraction rendering | 91 | |
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19. | Realtime fur rendering based on precomputed raytracing | 88 | |
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20. | Sparse voxel octree ray-guided GPU streaming | 82 | |
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21. | Gpu Physics #2: rigid body collisions & response | 138 | |
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22. | Glittergram demo #0: proof of concept | 105 | |
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23. | Simple GPU hydrodynamics | 74 | |
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24. | Gpu Physics #1: 80k rigid particles | 95 | |
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25. | Hierarchal radiance cascades GI experiment | 359 | |
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26. | Кин-дза-дза гитара | 73 | |
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27. | Noise-free screenspace global illumination | 72 | |
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28. | Thermodynamics simulation v6: a Jet Engine! | 93 | |
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29. | Office after ExileCon | 69 | |
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30. | Path of Exile river water WIP | 61 | | Path of Exile
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31. | 2d Full Global Illumination #1 (proof of concept, no denoising, interactive fps) | 84 | |
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32. | Численная модель двигателя Стирлинга | 60 | |
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33. | Thermodynamics simulation v2: pistons | 58 | |
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34. | Sound wave simulation | 57 | |
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35. | CPU and GPU (Vulkan) profiler, rendered with ImGui | 56 | |
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36. | Path of Exile ocean water | 55 | | Path of Exile
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37. | Crack propagation simulation (drying paint/soil) | 53 | |
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38. | Wave reflection off boundary conditions | 52 | |
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39. | New water shader | 48 | |
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40. | Glittergram demo #1: loading models (sort of) | 72 | |
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41. | Wave equation solver | 46 | |
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42. | [Path of Exile 2.5] Totally not broken Scold's Bridle discharger Berserker | 45 | | Path of Exile 2
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43. | GPU Particles bucket sorting debug rendering | 45 | |
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44. | Rendering unlimited noodles | 33 | |
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45. | GPU Particles bucket sorting | 33 | |
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46. | Stable dampened oscillations simulation | 37 | |
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47. | Nirvana -- Heart Shaped Box (guitar fingerstyle cover) | 31 | |
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48. | Noita functioning as intended (no mods) | 28 | |
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49. | Rasterization-based path tracing | 28 | |
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50. | Thermodynamics simulation v5: positive displacement turbines | 27 | |
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51. | Global illumination on view-adaptive imperfect shadow maps | 26 | |
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52. | Collision detection visualization | 26 | |
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53. | Curvature adjustment | 17 | |
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54. | New Zealand platforming: water blow gauntlet | 17 | |
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55. | Awakening of ancient evil yellow square | 16 | |
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56. | Navier Stokes Solver comparison: MacCormack, BFECC, Limiters, Vorticity confinement | 15 | |
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57. | Tome4 Fire Surge shader v2 | 13 | |
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58. | Magnetic Balls Modelling | 13 | |
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59. | Navier-Stokes vorticity confinement | 11 | |
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60. | Smells like teen spirit | 10 | |
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61. | Global Illumination, Adaptive Imperfect Shadow Mapping | 10 | |
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62. | CD Wirmshurst machine | 10 | |
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63. | Far field ambient occlusion calculation | 9 | |
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64. | Tome 4 shaders | 9 | |
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65. | Caterpillar tank advanced game physics | 9 | |
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66. | Fox rampage | 9 | |
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67. | Global Illumination, Reflective Shadowmaps | 9 | |
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68. | Van de Graaff(Van de Pepper) generator | 8 | |
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69. | Stirling engine on hot water first run | 8 | |
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70. | Frank Sinatra Strangers in the Night guitar cover | 7 | |
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71. | Game engine test | 7 | |
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72. | Path traced reflection/refraction, ambient lighting | 7 | |
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73. | Path traced dispersion, area lighting | 7 | |
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74. | Steampunk tank simulation demo | 7 | |
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75. | 2d Pixel-perfect shadows | 7 | |
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76. | Brain Renderer | 6 | |
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77. | Caterpillar tank game physics. Steam. | 6 | |
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78. | Walker.avi | 6 | |
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79. | Path traced dispersion, ambient lighting | 5 | |
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80. | Imperfect Shadow Maps global illumination on compute shaders | 5 | |
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81. | Witcher 3 Everyday I'm Shufflin' | 5 | |
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82. | soft body.avi | 4 | |
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83. | Path traced reflection/refraction, area lighting | 4 | |
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84. | Fallout new vegas unarmed & energy build | 4 | | Fallout: New Vegas
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85. | Shadow maps technique | 3 | |
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86. | Final Fantasy Dissidia: Jecht vs Cloud | 3 | | Dissidia Final Fantasy
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87. | Second order 20x20x20.avi | 3 | |
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88. | Fluid simulation | 3 | |
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89. | Walk pattern | 2 | |
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90. | Shadow volume raytracing technique | 2 | |
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91. | Tank physics demo | 2 | |
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92. | Neuro net robot adaptation | 2 | |
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93. | bugs demolition.avi | 2 | |
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94. | Buoyancy test with viscous friction | 2 | |
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95. | pyramid demolition.avi | 2 | |
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96. | Acmanz lungs 2 | 2 | |
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97. | Advanced volume renderer | 2 | |
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98. | Elastic SPH Naive Approach(oscillations) | 2 | |
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99. | new volume renderer.avi | 2 | |
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100. | Happy robot running pattern | 2 | |
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