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master
GraphicAlgorithm
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  • 540 issues
  • 2 pull requests
  • 549 files
  • 1 active branch

CodeFactor Rating B+

  • {{format.Name}}
Grade
Name
Complexity
Churn
Issues
A
021_Real-time indirect illumination by virtual planar area lights\CalculateEigenPass.h
0 1 2
A
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines\LightSource.h
1 1 2
A
028_Mobile Friendly FSR\RCASPass.h
0 1 2
A
026_Moment Shadow Mapping\NonuniformBlurPass.h
0 1 2
A
007_Tile Shading\Sponza.h
0 1 2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\LightInjectPass.h
0 1 2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\LightCamera.h
0 1 2
A
001_Reflective shadow map\HalfCornelBox.h
0 1 2
A
026_Moment Shadow Mapping\DirectLightPass.cpp
4 1 1
A
011_An Efficient Representation for Irradiance Environment Maps\ShadingPass.cpp
8 2 1
A
025_Exponential Shadow Maps\ScreenQuadPass.cpp
4 1 1
A
025_Exponential Shadow Maps\NonuniformBlurPass.cpp
5 1 1
A
025_Exponential Shadow Maps\GBufferPass.cpp
4 1 1
A
025_Exponential Shadow Maps\DirectLightPass.cpp
4 1 1
A
012_Real Time Concurrent Linked List Construction on the GPU\CreateLinkListPass.cpp
6 1 1
A
024_Real-Time Global Illumination using Precomputed Light Field Probes\DynamicObjectPass.cpp
4 3 1
A
026_Moment Shadow Mapping\GBufferPass.cpp
4 1 1
A
023_Efficient GPU Screen-Space Ray Tracing\ScreenSpaceRayTracingPass.cpp
4 4 1
A
013_Fourier Opacity Optimization for Scalable Exploration\RecontructPass.cpp
5 1 1
A
022_Variance Shadow Maps\NonuniformBlurPass.cpp
5 1 1
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