A framework and test applications for multithreaded and distributed vulkan applications
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Updated
Sep 1, 2017 - C++
A framework and test applications for multithreaded and distributed vulkan applications
Implementing the level of detail on a model 3d object base on a view approach in openframework
Boolean Logic Data Prep, Text and Dates, Unions, Joins and Blending, Parameters and Sets, Level of Details, LOD Calculations, Animations, New Visualizations: Funnel Graphs, Gantt Charts, Bump, Donut, Packed Bubbles, Waterfall Chart, London Pathways, , Branches, Multiple Outputs, Outputiing, CSV, Hyper, Preview, Cleaning Text, Unpivotting, ETL, E…
Originally created to learn DX12 by making a cascaded shadow map (multiple shadow maps that cover the view frustum, to increase precision) and testing on many instanced cubes. Is now a project that aims to create a simulator for exploring celestial bodies.
Terrain simplification algorithm using Geometry Shaders
Real-time adaptative level of detail with tessellation shader
Application for procedural terrain generation using Perlin noise settings
A-Frame LOD implementation, updated for A-Frame 0.9.1
An easy plugin tool to create game ready LODs in a few seconds!
Tessellation + WebGL2
Fast geometry simplification using the Visvalingam effective triangle area method.
Point Cloud Rendering Engine with Octree Generation, Splat Blending, Phong Lighting and Neural Network Evaluation
Demonstration project for the Level of Detail (LOD) Godot 3.x add-on
A demo of cfMMOC library for terrain rendering
Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)
3D polygonal mesh renderer with dynamic level-of-detail (LOD).
Real-Time Hybrid Hair Rendering using Vulkan™
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