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Amplify Creations
- Portugal
- http://www.amplify.pt
- @fozeta
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An open source GPU based off of the AMD Southern Islands ISA.
A minimal GPU design in Verilog to learn how GPUs work from the ground up
OpenSource GPU, in Verilog, loosely based on RISC-V ISA
A software raytracing engine written in WebGPU
Intel's Software Occlusion Culling demo with my modifications
A collection of some of the neat math and physics tricks that I've collected over the last few years.
Single-header BVH construction and traversal library.
An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"
FFT-based ocean-wave rendering, implemented in Godot
Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer
UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis.
Repository containing common 3D test models in original format with original source if known and obj mesh
Mesh optimization library that makes meshes smaller and faster to render
Game Engines with Source: Learning from the best
This is an online course where you can learn and master the skill of low-level performance analysis and tuning.
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
glsl photoshop blending modes. glslify formatted.
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"
Supplemental code accompanying Ray Tracing Gems II, Chapter 14: The Reference Path Tracer
Precomputed Radiance Transfer Global Illumination in Unity URP
Amplify Occlusion V2 ported to URP 2022.2
A sample app that demonstrates several techniques for rendering real-time shadow maps
A WIP level editor/game engine for the Nintendo 64.