Displaying 1 to 8 from 8 results

matcaps - Huge library of matcap PNG textures organized by color

  •    Javascript

A huge library of MatCap textures in PNG and ZMT. MatCap (Material Capture, also known as LitSphere) are complete materials, including lighting and reflections, so you can add it to an object and not have any need for, well, lighting and reflections. MatCaps allows you to create a surface material and lighting environment simply by painting an object so that it looks like how you want your surface to appear. This opens up all sorts of interesting possibilities for non-photoreal image rendering.

colorpicker - A mininal but complete colorpicker desktop app

  •    Javascript

With Pin, you can bring Colorpicker to the foreground. This makes it convenient to work quickly with different applications at the same time.

Vulkan-Forward-Plus-Renderer - Forward+ renderer in Vulkan using Compute Shader

  •    C++

In this project, we created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling. Our implementation is ~1000% faster than regular forward renderer (tested in Vulkan) under the condition of 200 lights.

cute-deferred-shading - Cute little deferred shading implementation.

  •    C++

This is a cute little implementation of normal deferred shading. The focus of this implementation was readability and brevity, so that others can learn from the code. The entire renderer is only about 1400 lines of C++ code. Note that there are probably ways in which the implementation can be made faster, but such optimizations were not performed to keep things brief, and readable. The number of external dependencies has been intentionally kept low. The only dependencies are GLFW, a PNG loader(LodePNG) and an obj-file loader(tinyobjloader). This makes the implementation more self contained.




Dissolver - Dissolver is a third person hack and slash video game developed with Unity 3D

  •    CSharp

Many beings on the planet are rebelling against the rest pretending to get all the power and thus enslave all beings. Start your adventure and take on all enemies to absorb their powers and to be up to the biggest rival. Victor Fisac: I am programmer and 3D artist. I work for professional videogames companies and I like to improve my knowledge during my free time. I have worked for independent videogames studios as programmer doing all gameplay behaviour, interfaces, graphics programming and ports for consoles like Xbox One.

FNode - Tool based in nodes to build GLSL shaders without any programming knowledge written in C using OpenGL and GLFW

  •    C

Tool based in nodes to build GLSL shaders without any programming knowledge written in C using OpenGL and GLFW (raylib library). It contains a compilation pipeline to convert the nodes web into a GLSL vertex and fragment shader files. This pipeline can be configured in the settings pop up to select the GLSL shading version. Besides, the program starts with an example project of how to build a vertex animated plant with lambert lighting.

rPBR - Physically based rendering (PBR) for raylib

  •    C

rPBR is a 3D model viewer with a physically based rendering (PBR) pipeline written in pure C. The PBR pipeline is written directly using OpenGL and the viewer uses raylib programming library for windows management, inputs and interface drawing. The viewer uses a High Dynamic Range (HDR) file to load and create an environment: cubemap, prefilter reflection map, irradiance map (global illumination) and brdf map. By the other hand, physically based rendering materials are created to store model textures: albedo, tangent space normals, metallic, roughness, ambient occlusion, emission and parallax.

glsl-face-normal - approximate face normal in the fragment shader

  •    GLSL

Approximates face normals in the fragment shader for flat shading from the position in camera space. Note: You need to enable GL_OES_standard_derivatives.







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