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
Mar 10, 2025 - 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
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.
OSG render bins for transparent geometry
MODELAR: MODular and EvaLuative framework to improve surgical Augmented Reality visualization
It's just a test program for depth peeling.
OpenGL 4.6 deferred renderer with deferred, depth peeling based transparency.
Depth peeling for point clouds.
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