3维渲染集合
Implement Shared Sampling for Real-Time Alpha Matting using webgl shader language(glsl)
Fast algorithms to compute an approximation of the minimal volume oriented bounding box of a point cloud in 3D.
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4. www.siejak.pl/projects/pbr