1. | Radiance Cascades Rendered Directly | 74,527 | |
|
2. | 2d Full Global Illumination #2 (working principle and perf tests) | 21,607 | |
|
3. | Single shot global illumination with no denoiser | 20,409 | |
|
4. | Global illumination in screenspace: 80fps, noise-free, no reprojection | 19,693 | |
|
5. | Hierarchal radiance cascades GI experiment | 17,512 | |
|
6. | [Path of Exile 2.5] Totally not broken Scold's Bridle discharger Berserker | 14,960 | | Path of Exile 2
|
7. | Rendering fragment shader grass in O(1) | 11,804 | |
|
8. | Announcement for graphics programming enthusiasts! | 9,683 | |
|
9. | Cluster-based rendering, Nanite-style (200M triangles in 1ms) | 9,418 | |
|
10. | O(1) precomputed raymarching | 9,327 | |
|
11. | Screen Space Global Illumination | 8,997 | |
|
12. | Efficient grass rendering based on precomputed raycast | 8,723 | |
|
13. | Position-based SPH running on the GPU | 8,269 | |
|
14. | Ocean rendering shader breakdown | 6,764 | |
|
15. | Gerstner wave approximation | 6,551 | |
|
16. | Collision detection visualization | 5,143 | |
|
17. | Gpu Physics #2: rigid body collisions & response | 4,662 | |
|
18. | Simple GPU hydrodynamics | 4,350 | |
|
19. | Caterpillar tank advanced game physics | 4,331 | |
|
20. | Кин-дза-дза гитара | 4,228 | |
|
21. | Playing with Vertex Block Descent (AVBD) | 4,206 | |
|
22. | Deathclaw unarmed rush kill without vats | 4,143 | | Fallout: New Vegas
|
23. | CPU and GPU (Vulkan) profiler, rendered with ImGui | 4,114 | |
|
24. | Glittergram demo #1: loading models (sort of) | 4,071 | |
|
25. | Thermodynamics simulation v6: a Jet Engine! | 3,980 | |
|
26. | Noise-free screenspace global illumination | 3,950 | |
|
27. | Office after ExileCon | 3,856 | |
|
28. | Realtime fur rendering based on precomputed raytracing | 3,778 | |
|
29. | 2d Full Global Illumination #1 (proof of concept, no denoising, interactive fps) | 3,384 | |
|
30. | Sparse voxel signed distance octree ray-guided GPU streaming | 3,327 | Guide |
|
31. | Glittergram demo #0: proof of concept | 2,928 | |
|
32. | Subsurface refraction rendering | 2,867 | |
|
33. | Path of Exile ocean water | 2,822 | | Path of Exile
|
34. | Fallout new vegas unarmed & energy build | 2,745 | | Fallout: New Vegas
|
35. | Gpu Physics #1: 80k rigid particles | 2,715 | |
|
36. | Path of Exile river water WIP | 2,397 | | Path of Exile
|
37. | Frank Sinatra Strangers in the Night guitar cover | 2,329 | |
|
38. | Thermodynamics simulation v4 (with explanation!) | 2,327 | |
|
39. | GPU Particles bucket sorting debug rendering | 2,285 | |
|
40. | Rasterization-based path tracing | 2,238 | |
|
41. | Real time optical wave field propagation | 2,201 | |
|
42. | Awakening of ancient evil yellow square | 2,188 | |
|
43. | Thermodynamics simulation v3: temperature | 2,166 | |
|
44. | Global illumination on view-adaptive imperfect shadow maps | 2,161 | |
|
45. | New water shader | 2,067 | |
|
46. | Noita functioning as intended (no mods) | 1,967 | |
|
47. | GPU Particles bucket sorting | 1,965 | |
|
48. | Crack propagation simulation (drying paint/soil) | 1,858 | |
|
49. | Sparse voxel octree ray-guided GPU streaming | 1,852 | |
|
50. | Curvature adjustment | 1,811 | |
|
51. | Rendering unlimited noodles | 1,762 | |
|
52. | Thermodynamics simulation v2: pistons | 1,739 | |
|
53. | Caterpillar tank game physics. Steam. | 1,649 | |
|
54. | Sound wave simulation | 1,627 | |
|
55. | Magnetic Balls Modelling | 1,619 | |
|
56. | Fox rampage | 1,490 | |
|
57. | Navier Stokes Solver comparison: MacCormack, BFECC, Limiters, Vorticity confinement | 1,477 | |
|
58. | Exploring 3d holographic radiance cascades | 1,466 | |
|
59. | Численная модель двигателя Стирлинга | 1,360 | |
|
60. | Navier-Stokes vorticity confinement | 1,297 | |
|
61. | 2d Pixel-perfect shadows | 1,257 | |
|
62. | Walker.avi | 1,246 | |
|
63. | Stable dampened oscillations simulation | 1,149 | |
|
64. | Nirvana -- Heart Shaped Box (guitar fingerstyle cover) | 1,106 | |
|
65. | Far field ambient occlusion calculation | 1,104 | |
|
66. | Second order 20x20x20.avi | 1,079 | |
|
67. | new volume renderer.avi | 1,073 | |
|
68. | Wave equation solver | 1,040 | |
|
69. | Walker 2 controlling | 1,023 | |
|
70. | Tome 4 shaders | 986 | |
|
71. | Game engine test | 982 | |
|
72. | New Zealand platforming: water blow gauntlet | 973 | |
|
73. | Path traced dispersion, ambient lighting | 969 | |
|
74. | Imperfect Shadow Maps global illumination on compute shaders | 964 | |
|
75. | Wave reflection off boundary conditions | 961 | |
|
76. | Global Illumination, Reflective Shadowmaps | 942 | |
|
77. | Four legged.avi | 939 | |
|
78. | Death project particle system | 936 | |
|
79. | Global Illumination, Adaptive Imperfect Shadow Mapping | 932 | |
|
80. | Heavy weight.avi | 867 | |
|
81. | Happy robot running pattern | 862 | |
|
82. | Shadow maps technique | 855 | |
|
83. | Assault movement pattern generation | 835 | |
|
84. | bugs demolition.avi | 802 | |
|
85. | CD Wirmshurst machine | 800 | |
|
86. | Shadow volume raytracing technique | 781 | |
|
87. | soft body.avi | 763 | |
|
88. | Tank physics demo | 741 | |
|
89. | Elastic SPH collision test | 738 | |
|
90. | Tome4 Fire Surge shader v2 | 729 | |
|
91. | Elastic SPH Riemann problem for velocity.y discontinuity | 710 | |
|
92. | Walk pattern generation | 702 | |
|
93. | Julia 3D set raytracing | 691 | |
|
94. | Advanced volume renderer | 679 | |
|
95. | Stirling engine on hot water first run | 667 | |
|
96. | Path traced dispersion, area lighting | 645 | |
|
97. | Path traced reflection/refraction, area lighting | 636 | |
|
98. | Thermodynamics simulation v5: positive displacement turbines | 610 | |
|
99. | Steampunk tank simulation demo | 605 | |
|
100. | Legendary deatclaw fast kill. unarmed. | 600 | | Fallout: New Vegas
|