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vision icon vision

Vision is a GPU physically based renderer

visionaray icon visionaray

A C++-based, cross platform ray tracing library

visreal icon visreal

一个玩具游戏引擎,参考UE4部分实现

viw icon viw

OBJ viewer written in Java

vk2d icon vk2d

2D renderer written in C utilizing Vulkan

vkk icon vkk

VK², Kotlin Wrapper for Vulkan: code expressiveness and safety meet graphic power

vkvg icon vkvg

Vulkan 2D graphics library

voltium icon voltium

A lightweight render engine written purely in C#

vookoo icon vookoo

A set of utilities for taking the pain out of Vulkan in header only modern C++

vortice icon vortice

Cross-platform .NET 7.0 game engine.

voxel-cone-tracing icon voxel-cone-tracing

A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.

voxelconetracinggi icon voxelconetracinggi

Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint.

vq icon vq

Multi-threaded DirectX12 renderer w/ HDR, PBR & Multi-monitor support

vsg-examples icon vsg-examples

Example programs that test and illustrate how to use the VSG and optional add-on libraries

vuk icon vuk

vuk - A rendergraph-based abstraction for Vulkan

vulkan-gltf icon vulkan-gltf

Rendering glTF scenes with ray tracer and raster (Vulkan)

vulkan-sponza icon vulkan-sponza

Deferred Vulkan rendering playground using Crytek's Sponza scene

walker icon walker

Walker Engine is a real-time rendering engine. It is written in C++ and currently uses OpenGL as its primary graphics API. Its purpose is primarily for my own education to learn computer graphics and to use it as a platform for experimentation.

walnut icon walnut

Walnut is a simple application framework for Vulkan and Dear ImGui apps

water icon water

Sum of sines fluid simulation with a physically based water shader

water-unity-ben icon water-unity-ben

Demonstration of a water ripple post-processing screen-space effect implemented in Unity.

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