67 results for “topic:normal-mapping”
OpenGL C++ Graphics Engine
DirectX11 graphics engine
Converts a depth map image to a normal map image using Python
Estimates a depth mapping from a given normal mapping.
C++ CPU Software-Rasterizer
Isosurface extraction using Marching Cubes and pure WebGL.
An easy to use Blender Add-on that allows you to bake Bevel Shader to the Normal Map, Ambient Occlusion to the AO Map in fully automatic mode.
Simple meshes, materials, shadow maps, normal maps. Sky shader. Skeletal animation. Particle system.
Simple ocean/sea/water simulation | C++ OpenGL 4.1
Tangent space calculator for Houdini
Tangent space normal map blending via quaternion rotation
3D Graphics Engine For Games | C++ OpenGL 4.1
Ocean simulation with water reflection and refraction.
Voxel generator based on perlin 3d noise | Python OpenGL
Normal map generator / editor tool
opengles 2.0 light engine + tutorials for iOS.
Blender Add-On to Mute and Unmute Normal Maps in Blender's Node Tree to improve Eevee Viewport Performance
PBR based renderer in Java using OpenGL (ES) with GLTF support. Vulkan support is being worked on.
Simple Single Header Normal Map Generator
"Quickly and easily generate normal maps from your 2D images with adjustable height and sampling radius using this intuitive and easy to use application" -Softpedia
Normal mapping with parallax occlusion mapping and self-shadowing sample code
A macOS normal map generator
AmberPipeline: Prompt-to-Binary middleware for game devs.Bridges AI creativity & engine runtime, no gaps left.
Unfinished project to rebuild GTA's graphics engine with advanced rendering techniques
A collection of exemplary graphics samples based on Magma and Vulkan API
A basic opengl example using Valve's ssbump (radiosity normal mapping)
C++ and Embree normal map baker
My OpenGL game engine.
A Unity HLSL implementation of parallax occlusion mapping with self-shadowing. Includes support for steep parallax, self-shadowing, normal mapping, roughness and metallic surfaces— all rendered in the Built-in Render Pipeline.
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