#
pbr
Here are 228 public repositories matching this topic...
C++ game engine focusing on modern rendering techniques and performance.
audio
lua
input
network
vulkan
entity-component-system
raytracing
pbr
gltf
bullet-physics
directx11
directx12
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Updated
Jul 29, 2021 - C++
A modern cross-platform low-level graphics library and rendering framework
gamedev
opengl
graphics-engine
rendering
vulkan
directx
graphics-programming
renderer
d3d12
d3d11
raytracing
opengl-es
ibl
pbr
graphics-library
ray-tracing
3d-engine
directx11
directx12
vulkan-game-engine
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Jul 29, 2021 - Batchfile
ak503
commented
May 27, 2021
If add some routes:
ip route 1.1.1.1/32 2.2.2.3 ip route 1.1.1.1/32 2.2.2.2 ip route 1.1.1.1/32 2.2.2.4
In config they sorted by gateway:
# do show running-config ... Current configuration: ! frr version 8.1-dev ... ip route 1.1.1.1/32 2.2.2.4 ip route 1.1.1.1/32 2.2.2.3 ip route 1.1.1.1/32 2.2.2.2
But when added ip route 1.1.1.1/32 2.2.2.1
, he will adde
A shader-based software renderer written from scratch in C89
c
cross-platform
shaders
graphics
software-rendering
rendering
graphics-programming
ibl
pbr
from-scratch
3d
3d-graphics
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Mar 6, 2021 - C
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Updated
Nov 19, 2018 - HLSL
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Oct 12, 2019
An open-source format and tools for game developers 🎮
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Nov 4, 2020 - C#
Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14
editor
c-plus-plus
opengl
game-engine
data-oriented-design
data-driven
cpp14
game-development
ecs
entity-component-system
gtkmm
pbr
resource-manager
3d
3d-game-engine
3d-editor
planet-generator
real-time-rendering
planet-renderer
ecs-framework
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Updated
Mar 13, 2021 - C++
webgl
library
frontend
graphics
image-processing
particles
renderer
pbr
3d
shadow-mapping
webgl-library
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Aug 24, 2020 - JavaScript
spease
commented
Jul 12, 2018
Using the pattern in the examples on the website, MultiBar::listen will likely hang if an error occurs as the ProgressBar::finish function will never get called. It'd be nice if listen would stop blocking if there aren't any more progress bars.
Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator
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Jul 29, 2021 - TypeScript
Vulkan RTX path tracer with a declarative ES7-like scene description language.
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Nov 2, 2019 - C++
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Jun 23, 2021 - HTML
Vulkan Real-time Path Tracer Engine
vulkan
path-tracer
raytracer
brdf
raytracing
pbr
raycasting
rtx
rasterization
gpu-programming
light-simulation
raycaster-engine
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Updated
Jul 2, 2021 - C++
DirectX 11 Renderer written in C++11
light
bloom
gpu
engine
multithreading
scene
assimp
renderer
lighting
milestones
ssao
pbr
shadow
deferred-rendering
directx-11
compute-shaders
pbr-shading
latest-visual-studio
sponza
gpu-profiler
point-light
directional-lights
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Jan 29, 2021 - C++
Yet Another Vulkan Engine
c-plus-plus
real-time
cpp
shaders
engine
rendering
vulkan
cpp17
deferred
vulkan-api
pbr
3d
3d-graphics
vulkan-engine
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Updated
Apr 21, 2021 - C++
Madumpa's URP Stylized Lit Shader Repository
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Jun 18, 2021 - C#
Clustered shading implementation with bgfx
shaders
graphics
bgfx
pbr
physically-based-rendering
hdr
tone-mapping
clustered-shading
deferred-shading
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Updated
Oct 25, 2020 - C++
General purpose engine written in C++ with emphasis on materials rendering (PBR, clear coat, anisotropy, iridescence)
open-source
c-plus-plus
gamedev
opengl
materials
game-engine
graphics
engine
rendering
glfw
imgui
multithreading
procedural
graphics-programming
pbr
3d
physically-based-rendering
anisotropy
iridescence
clear-coat
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Updated
Apr 19, 2019 - C++
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Hi,
Sorry for asking sceneform related bug here but since the repo is archived didn't have other options.
This is related to the sceneform related bug google-ar/sceneform-android-sdk#1039
My question is there a way to directly use filament to find the bones position that are exported in the model and