Advanced viewer implementing several rendering methods for 3D gaussians using Vulkan API
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Updated
Jun 4, 2026 - C++
Advanced viewer implementing several rendering methods for 3D gaussians using Vulkan API
This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
Getting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.
Custom renderer and physics engine written from scratch in C++/Direct3D 12.
Sample for cluster-based continuous level of detail rasterization or ray tracing
Different mesh shading techniques using the NVIDIA RTX (Turing) technology.
Sample for adaptive triangle tessellation in ray tracing
High-performance GPU-driven rendering engine. AGPLv3 + Commercial License.
Metal Quake — Quake rebuilt entirely on native Apple technologies. Metal rendering, PHASE spatial audio, Core Haptics, GameController, Network.framework, SwiftUI, GCD, CoreML. Zero third-party dependencies.
Real-time vulkan 1.4 GPU-Driven renderer (C++20): 100% bindless, PBR + IBL and modern design.
Source code for the Master's Thesis "Exploring Mesh Shaders".
C++ and DirectX 12 Graphics Engine for real-time rendering experiments and advanced graphics techniques
Continuing working on Metal Quake with a Rust migration as a learning exercise.
A novel method for procedural three-dimensional (3D) fruit generation that leverages the power of mesh shaders.
GPU-driven terrain rendering backend for Sodium using NVIDIA mesh shaders — huge render distances at high FPS on Minecraft 1.20.1 (Fabric). Community fork of MCRcortex/nvidium.
AI-native C++20 real-time rendering engine and ImGui editor for Windows, featuring DirectX 12, Mesh Shaders, bindless rendering, RenderGraph, DXR path tracing, MCP automation, and WaveTrace profiling.
Showcase GPU rendering demos for PoyoVX Engine with Vulkan, OpenGL, and Nintendo Switch samples built on a custom RHI abstraction layer
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