Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
-
Updated
Mar 6, 2016 - C
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
Develop a 3D interactive graphics rendering engine
A tiny library for launching compute shaders on D3D11, Metal and Vulkan
A particle simulation running in parallel on the GPU using compute shaders. The particle simulation looks astounding and very life-like and I tried to make it as optimized as possible.
N-body simulation in OpenGL in C++. Recreation of 6 nbody scenarios using compute shaders.
Demo apps: Uniform API for compute shaders in OpenGL and Metal
OpenGL compute shader port of 'Raytracing ...' series by P. Shirley
Uniform API for compute shaders in OpenGL and Metal
A minimalist wrapper around the Vulkan API to write easy, portable, and (somewhat) safe compute shaders in C
OpenGL compute shaders with Cuda-like abstraction in C++
Interactive Cyclic Cellular Automata implemented with D3D11 compute shaders
Implementation of the Computation At The Edge Of Chaos paper [Langton; 1990] via D3D11 Compute Shaders
General processing using GPU through compute shaders
Efficiently calculate the longest total stopping times of Collatz sequences.
Add a description, image, and links to the compute-shaders topic page so that developers can more easily learn about it.
To associate your repository with the compute-shaders topic, visit your repo's landing page and select "manage topics."