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Functions2,528 in github.com/Veerzeng/GraphicAlgorithm

MethodCDragon
013_Fourier Opacity Optimization for Scalable Exploration/Dragon.cpp:4
MethodCDragon
012_Real Time Concurrent Linked List Construction on the GPU/Dragon.cpp:4
MethodCDrawTextureArrayByFBO
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/DrawTextureArrayByFBO.cpp:9
MethodCDynamicObject
025_Exponential Shadow Maps/DynamicObject.cpp:5
MethodCDynamicObject
023_Efficient GPU Screen-Space Ray Tracing/DynamicObject.cpp:5
MethodCDynamicObject
026_Moment Shadow Mapping/DynamicObject.cpp:5
MethodCDynamicObject
022_Variance Shadow Maps/DynamicObject.cpp:5
MethodCDynamicObject
021_Real-time indirect illumination by virtual planar area lights/DynamicObject.cpp:5
MethodCDynamicObject
024_Real-Time Global Illumination using Precomputed Light Field Probes/DynamicObject.cpp:5
MethodCDynamicObjectPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/DynamicObjectPass.cpp:10
MethodCEASUPass
027_FidelityFX Super Resolution/EASUPass.cpp:8
MethodCEASUPass
028_Mobile Friendly FSR/EASUPass.cpp:8
MethodCESMBufferPass
025_Exponential Shadow Maps/ESMBufferPass.cpp:11
MethodCEdgeDetectionPass
002_Non-interleaved Deferred Shading of Interleaved Sample/EgdeDetectionPass.cpp:7
MethodCEdgeDetectionPass
004_Metalights Improved Interleaved Shading/EgdeDetectionPass.cpp:7
MethodCFitContinuityPlanePass
021_Real-time indirect illumination by virtual planar area lights/FitContinuityPlanePass.cpp:12
MethodCFourierCoefficientPass
013_Fourier Opacity Optimization for Scalable Exploration/FourierCoefficientPass.cpp:11
MethodCGBufferPass
014_Approximating Dynamic Global Illumination in Image Space/GBufferPass.cpp:10
MethodCGBufferPass
015_Image Space Horizon Based Ambient Occlusion/GBufferPass.cpp:10
MethodCGLFWWindow
FRAME/GLFWWindow.cpp:10
MethodCGatherBufferPass
002_Non-interleaved Deferred Shading of Interleaved Sample/GatherBufferPass.cpp:6
MethodCGatherBufferPass
004_Metalights Improved Interleaved Shading/GatherBufferPass.cpp:6
MethodCGaussianBlurPass
002_Non-interleaved Deferred Shading of Interleaved Sample/GaussianBlurPass.cpp:7
MethodCGaussianBlurPass
004_Metalights Improved Interleaved Shading/GaussianBlurPass.cpp:7
MethodCGaussianBlurPass
021_Real-time indirect illumination by virtual planar area lights/GaussianBlurPass.cpp:6
MethodCGeometryInjectPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/GeometryInjectPass.cpp:8
MethodCGround
006_Wang Tiles for Image and Texture Generation/Ground.cpp:4
MethodCGround
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/Ground.cpp:4
MethodCGroundPass
006_Wang Tiles for Image and Texture Generation/GroundPass.cpp:10
MethodCGroundPass
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/GroundPass.cpp:11
MethodCHBAOBlurPass
015_Image Space Horizon Based Ambient Occlusion/HBAOBlurPass.cpp:10
MethodCHBAOPass
015_Image Space Horizon Based Ambient Occlusion/HBAOPass.cpp:14
MethodCHalfCornellBox
001_Reflective shadow map/HalfCornelBox.cpp:4
MethodCHalfCornellBoxGBufferPass
001_Reflective shadow map/HalfCornellBoxGBufferPass.cpp:10
MethodCIndirectLightPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/IndirectLightPass.cpp:10
MethodCIndirectShadingPass
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/IndirectShadingPass.cpp:10
MethodCInputManager
FRAME/InputManager.cpp:22
MethodCLightCamera
025_Exponential Shadow Maps/LightCamera.cpp:5
MethodCLightCamera
003_Stochastic Light Culling/LightCamera.cpp:5
MethodCLightCamera
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/LightCamera.cpp:5
MethodCLightCamera
026_Moment Shadow Mapping/LightCamera.cpp:5
MethodCLightCamera
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/LightCamera.cpp:5
MethodCLightCamera
022_Variance Shadow Maps/LightCamera.cpp:5
MethodCLightCamera
021_Real-time indirect illumination by virtual planar area lights/LightCamera.cpp:5
MethodCLightCamera
018_Cascaded Shadow Maps/LightCamera.cpp:5
MethodCLightCamera
024_Real-Time Global Illumination using Precomputed Light Field Probes/LightCamera.cpp:5
MethodCLightCamera
005_Interactive Order Independent Transparency/LightCamera.cpp:5
MethodCLightInjectPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/LightInjectPass.cpp:8
MethodCLightSource
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/LightSource.cpp:4
MethodCLightSourcePass
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/LightSourcePass.cpp:10
MethodCLightSourcePass
021_Real-time indirect illumination by virtual planar area lights/LightSourcePass.cpp:13
MethodCLightSources
007_Tile Shading/LightSource.cpp:8
MethodCLightSources
002_Non-interleaved Deferred Shading of Interleaved Sample/LightSource.cpp:8
MethodCLightSources
004_Metalights Improved Interleaved Shading/LightSource.cpp:8
MethodCLowRSMBufferPass
021_Real-time indirect illumination by virtual planar area lights/LowRSMBufferPass.cpp:11
MethodCLowResolutionPass
004_Metalights Improved Interleaved Shading/LowResolutionPass.cpp:7
MethodCMSMBufferPass
026_Moment Shadow Mapping/MSMBufferPass.cpp:11
MethodCMergeShadingPass
013_Fourier Opacity Optimization for Scalable Exploration/MergeShadingPass.cpp:9
MethodCMesh
FRAME/Mesh.h:61
MethodCMesh
FRAME/Mesh.cpp:11
MethodCMobileFriendlyEASUPass
028_Mobile Friendly FSR/MobileFriendlyEASUPass.cpp:8
MethodCModel
FRAME/Model.h:23
MethodCModel
FRAME/Model.cpp:12
MethodCMyGUI
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines/MyGUI.cpp:5
MethodCNonuniformBlurPass
025_Exponential Shadow Maps/NonuniformBlurPass.cpp:6
MethodCNonuniformBlurPass
020_Real-time Approximation to Large Convolution Kernel/NonuniformBlurPass.cpp:6
MethodCNonuniformBlurPass
026_Moment Shadow Mapping/NonuniformBlurPass.cpp:6
MethodCNonuniformBlurPass
022_Variance Shadow Maps/NonuniformBlurPass.cpp:6
MethodCNormalComputePass
021_Real-time indirect illumination by virtual planar area lights/NormalComputePass.cpp:6
MethodCOctahedronPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/OctahedronPass.cpp:8
MethodCOpacityShadingPass
013_Fourier Opacity Optimization for Scalable Exploration/OpacityShadingPass.cpp:10
MethodCPropagationPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/PropagationPass.cpp:8
MethodCRCASPass
027_FidelityFX Super Resolution/RCASPass.cpp:8
MethodCRCASPass
028_Mobile Friendly FSR/RCASPass.cpp:8
MethodCRSMBufferPass
003_Stochastic Light Culling/RSMBufferPass.cpp:11
MethodCRSMBufferPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/RSMBufferPass.cpp:11
MethodCRSMBufferPass
021_Real-time indirect illumination by virtual planar area lights/RSMBufferPass.cpp:11
MethodCRSMBufferPass
001_Reflective shadow map/RSMBufferPass.cpp:10
MethodCRSMBufferPass
024_Real-Time Global Illumination using Precomputed Light Field Probes/RSMBufferPass.cpp:11
MethodCRecontructPass
013_Fourier Opacity Optimization for Scalable Exploration/RecontructPass.cpp:11
MethodCRecontructPass
DepthToPositionAndNormal/RecontructPass.cpp:6
MethodCResourceManager
FRAME/ResourceManager.cpp:20
MethodCSSAOBlurPass
014_Approximating Dynamic Global Illumination in Image Space/SSAOBlurPass.cpp:10
MethodCSSAOPass
014_Approximating Dynamic Global Illumination in Image Space/SSAOPass.cpp:10
MethodCSSDOBlurPass
014_Approximating Dynamic Global Illumination in Image Space/SSDOBlurPass.cpp:10
MethodCSSDOPass
014_Approximating Dynamic Global Illumination in Image Space/SSDOPass.cpp:10
MethodCScreenQuadPass
027_FidelityFX Super Resolution/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
025_Exponential Shadow Maps/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
007_Tile Shading/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
014_Approximating Dynamic Global Illumination in Image Space/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
003_Stochastic Light Culling/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
020_Real-time Approximation to Large Convolution Kernel/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
023_Efficient GPU Screen-Space Ray Tracing/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
028_Mobile Friendly FSR/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
026_Moment Shadow Mapping/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
002_Non-interleaved Deferred Shading of Interleaved Sample/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
004_Metalights Improved Interleaved Shading/ScreenQuadPass.cpp:6
MethodCScreenQuadPass
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination/ScreenQuadPass.cpp:7
MethodCScreenQuadPass
022_Variance Shadow Maps/ScreenQuadPass.cpp:7
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