DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
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Updated
Nov 30, 2024 - C
DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peeling for solid voxelization.
Source code and resources related to multifragment rendering
OSG render bins for transparent geometry
DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
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It's just a test program for depth peeling.
Depth peeling for point clouds.
OpenGL 4.6 deferred renderer with deferred, depth peeling based transparency.
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