First-Person Shooter (FPS) whose objective is to exit the maze by eliminating the enemies. The project used C++ and High Level Shader Language (HLSL) for Shader Post-Processing.
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Dec 5, 2016 - C++
First-Person Shooter (FPS) whose objective is to exit the maze by eliminating the enemies. The project used C++ and High Level Shader Language (HLSL) for Shader Post-Processing.
This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
It is a FDM gcode post processor designed to improve multi materials printing with a Y splitter (such as Prometheus and Prusa i3 MK2 Multi materials printing kit)
A simple example showing how to implement a DDA based screen-space ray marcher in Unity
A simple template for implementing your own motion-vector fueled temporal effects in Unity
An example project showing how to generate a Gaussian pyramid in Unity
Image Segmentation by Iterative Inference from Conditional Score Estimation
Motion blur post-processing effect for Unity
Shows how to support rendering per-instance motion vectors within Indirect instanced drawing of Unity.
This is the repository for my course, PostCSS First Look on LinkedIn Learning and Lynda.com.
VB.NET FEA Software for Heat Conduction Analysis with built-in mesh generator and post-processing functions
dfcpp - Docker File Cpanfile Post Processing
Just another excuse to write WebGL.
Examples demonstrating the functionality of postpic.
An original 3D scene with PBR, Parallax Mapping, Post-Processing and other rendering techniques I imlpemented for a coursework in CGI / C++11, OpenGL and GLSL /
A short python script to tessellate any image into a bunch of colored triangles using weighted blue noise sampling.
Fusion360 post configuration for Northern Plasma.
Python tools for Courlis 1D-sediment code (coupled with Mascaret)
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