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github.com/Veerzeng/GraphicAlgorithm
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Functions
2,528 in github.com/Veerzeng/GraphicAlgorithm
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Functions
2,528
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Types & classes
494
Method
CDragon
013_Fourier Opacity Optimization for Scalable Exploration/Dragon.cpp:4
Method
CDragon
012_Real Time Concurrent Linked List Construction on the GPU/Dragon.cpp:4
Method
CDrawTextureArrayByFBO
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/DrawTextureArrayByFBO.cpp:9
Method
CDynamicObject
025_Exponential Shadow Maps/DynamicObject.cpp:5
Method
CDynamicObject
023_Efficient GPU Screen-Space Ray Tracing/DynamicObject.cpp:5
Method
CDynamicObject
026_Moment Shadow Mapping/DynamicObject.cpp:5
Method
CDynamicObject
022_Variance Shadow Maps/DynamicObject.cpp:5
Method
CDynamicObject
021_Real-time indirect illumination by virtual planar area lights/DynamicObject.cpp:5
Method
CDynamicObject
024_Real-Time Global Illumination using Precomputed Light Field Probes/DynamicObject.cpp:5
Method
CDynamicObjectPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/DynamicObjectPass.cpp:10
Method
CEASUPass
027_FidelityFX Super Resolution/EASUPass.cpp:8
Method
CEASUPass
028_Mobile Friendly FSR/EASUPass.cpp:8
Method
CESMBufferPass
025_Exponential Shadow Maps/ESMBufferPass.cpp:11
Method
CEdgeDetectionPass
002_Non-interleaved Deferred Shading of Interleaved Sample/EgdeDetectionPass.cpp:7
Method
CEdgeDetectionPass
004_Metalights Improved Interleaved Shading/EgdeDetectionPass.cpp:7
Method
CFitContinuityPlanePass
021_Real-time indirect illumination by virtual planar area lights/FitContinuityPlanePass.cpp:12
Method
CFourierCoefficientPass
013_Fourier Opacity Optimization for Scalable Exploration/FourierCoefficientPass.cpp:11
Method
CGBufferPass
014_Approximating Dynamic Global Illumination in Image Space/GBufferPass.cpp:10
Method
CGBufferPass
015_Image Space Horizon Based Ambient Occlusion/GBufferPass.cpp:10
Method
CGLFWWindow
FRAME/GLFWWindow.cpp:10
Method
CGatherBufferPass
002_Non-interleaved Deferred Shading of Interleaved Sample/GatherBufferPass.cpp:6
Method
CGatherBufferPass
004_Metalights Improved Interleaved Shading/GatherBufferPass.cpp:6
Method
CGaussianBlurPass
002_Non-interleaved Deferred Shading of Interleaved Sample/GaussianBlurPass.cpp:7
Method
CGaussianBlurPass
004_Metalights Improved Interleaved Shading/GaussianBlurPass.cpp:7
Method
CGaussianBlurPass
021_Real-time indirect illumination by virtual planar area lights/GaussianBlurPass.cpp:6
Method
CGeometryInjectPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/GeometryInjectPass.cpp:8
Method
CGround
006_Wang Tiles for Image and Texture Generation/Ground.cpp:4
Method
CGround
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/Ground.cpp:4
Method
CGroundPass
006_Wang Tiles for Image and Texture Generation/GroundPass.cpp:10
Method
CGroundPass
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/GroundPass.cpp:11
Method
CHBAOBlurPass
015_Image Space Horizon Based Ambient Occlusion/HBAOBlurPass.cpp:10
Method
CHBAOPass
015_Image Space Horizon Based Ambient Occlusion/HBAOPass.cpp:14
Method
CHalfCornellBox
001_Reflective shadow map/HalfCornelBox.cpp:4
Method
CHalfCornellBoxGBufferPass
001_Reflective shadow map/HalfCornellBoxGBufferPass.cpp:10
Method
CIndirectLightPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/IndirectLightPass.cpp:10
Method
CIndirectShadingPass
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/IndirectShadingPass.cpp:10
Method
CInputManager
FRAME/InputManager.cpp:22
Method
CLightCamera
025_Exponential Shadow Maps/LightCamera.cpp:5
Method
CLightCamera
003_Stochastic Light Culling/LightCamera.cpp:5
Method
CLightCamera
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/LightCamera.cpp:5
Method
CLightCamera
026_Moment Shadow Mapping/LightCamera.cpp:5
Method
CLightCamera
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/LightCamera.cpp:5
Method
CLightCamera
022_Variance Shadow Maps/LightCamera.cpp:5
Method
CLightCamera
021_Real-time indirect illumination by virtual planar area lights/LightCamera.cpp:5
Method
CLightCamera
018_Cascaded Shadow Maps/LightCamera.cpp:5
Method
CLightCamera
024_Real-Time Global Illumination using Precomputed Light Field Probes/LightCamera.cpp:5
Method
CLightCamera
005_Interactive Order Independent Transparency/LightCamera.cpp:5
Method
CLightInjectPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/LightInjectPass.cpp:8
Method
CLightSource
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/LightSource.cpp:4
Method
CLightSourcePass
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/LightSourcePass.cpp:10
Method
CLightSourcePass
021_Real-time indirect illumination by virtual planar area lights/LightSourcePass.cpp:13
Method
CLightSources
007_Tile Shading/LightSource.cpp:8
Method
CLightSources
002_Non-interleaved Deferred Shading of Interleaved Sample/LightSource.cpp:8
Method
CLightSources
004_Metalights Improved Interleaved Shading/LightSource.cpp:8
Method
CLowRSMBufferPass
021_Real-time indirect illumination by virtual planar area lights/LowRSMBufferPass.cpp:11
Method
CLowResolutionPass
004_Metalights Improved Interleaved Shading/LowResolutionPass.cpp:7
Method
CMSMBufferPass
026_Moment Shadow Mapping/MSMBufferPass.cpp:11
Method
CMergeShadingPass
013_Fourier Opacity Optimization for Scalable Exploration/MergeShadingPass.cpp:9
Method
CMesh
FRAME/Mesh.h:61
Method
CMesh
FRAME/Mesh.cpp:11
Method
CMobileFriendlyEASUPass
028_Mobile Friendly FSR/MobileFriendlyEASUPass.cpp:8
Method
CModel
FRAME/Model.h:23
Method
CModel
FRAME/Model.cpp:12
Method
CMyGUI
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/MyGUI.cpp:5
Method
CNonuniformBlurPass
025_Exponential Shadow Maps/NonuniformBlurPass.cpp:6
Method
CNonuniformBlurPass
020_Real-time Approximation to Large Convolution Kernel/NonuniformBlurPass.cpp:6
Method
CNonuniformBlurPass
026_Moment Shadow Mapping/NonuniformBlurPass.cpp:6
Method
CNonuniformBlurPass
022_Variance Shadow Maps/NonuniformBlurPass.cpp:6
Method
CNormalComputePass
021_Real-time indirect illumination by virtual planar area lights/NormalComputePass.cpp:6
Method
COctahedronPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/OctahedronPass.cpp:8
Method
COpacityShadingPass
013_Fourier Opacity Optimization for Scalable Exploration/OpacityShadingPass.cpp:10
Method
CPropagationPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/PropagationPass.cpp:8
Method
CRCASPass
027_FidelityFX Super Resolution/RCASPass.cpp:8
Method
CRCASPass
028_Mobile Friendly FSR/RCASPass.cpp:8
Method
CRSMBufferPass
003_Stochastic Light Culling/RSMBufferPass.cpp:11
Method
CRSMBufferPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/RSMBufferPass.cpp:11
Method
CRSMBufferPass
021_Real-time indirect illumination by virtual planar area lights/RSMBufferPass.cpp:11
Method
CRSMBufferPass
001_Reflective shadow map/RSMBufferPass.cpp:10
Method
CRSMBufferPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/RSMBufferPass.cpp:11
Method
CRecontructPass
013_Fourier Opacity Optimization for Scalable Exploration/RecontructPass.cpp:11
Method
CRecontructPass
DepthToPositionAndNormal/RecontructPass.cpp:6
Method
CResourceManager
FRAME/ResourceManager.cpp:20
Method
CSSAOBlurPass
014_Approximating Dynamic Global Illumination in Image Space/SSAOBlurPass.cpp:10
Method
CSSAOPass
014_Approximating Dynamic Global Illumination in Image Space/SSAOPass.cpp:10
Method
CSSDOBlurPass
014_Approximating Dynamic Global Illumination in Image Space/SSDOBlurPass.cpp:10
Method
CSSDOPass
014_Approximating Dynamic Global Illumination in Image Space/SSDOPass.cpp:10
Method
CScreenQuadPass
027_FidelityFX Super Resolution/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
025_Exponential Shadow Maps/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
007_Tile Shading/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
014_Approximating Dynamic Global Illumination in Image Space/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
003_Stochastic Light Culling/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
020_Real-time Approximation to Large Convolution Kernel/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
023_Efficient GPU Screen-Space Ray Tracing/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
028_Mobile Friendly FSR/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
026_Moment Shadow Mapping/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
002_Non-interleaved Deferred Shading of Interleaved Sample/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
004_Metalights Improved Interleaved Shading/ScreenQuadPass.cpp:6
Method
CScreenQuadPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/ScreenQuadPass.cpp:7
Method
CScreenQuadPass
022_Variance Shadow Maps/ScreenQuadPass.cpp:7
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