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master
GraphicAlgorithm
540
issues
2
pull requests
549
files
1
active branch
×
CodeFactor Rating B+
{{format.Name}}
Grade
Name
Complexity
Churn
Issues
A
012_Real Time Concurrent Linked List Construction on the GPU\Dragon.h
0
1
2
A
021_Real-time indirect illumination by virtual planar area lights\ScreenQuadPass.cpp
4
1
1
A
004_Metalights Improved Interleaved Shading\SplitGBufferPass.h
0
1
2
A
021_Real-time indirect illumination by virtual planar area lights\ShadingWithRSMAndTilePass.cpp
4
1
-
A
012_Real Time Concurrent Linked List Construction on the GPU\Sponza.h
0
1
2
A
021_Real-time indirect illumination by virtual planar area lights\Sponza.cpp
4
1
-
A
003_Stochastic Light Culling\CustomGUI.cpp
6
1
-
A
021_Real-time indirect illumination by virtual planar area lights\main.cpp
1
1
-
A
013_Fourier Opacity Optimization for Scalable Exploration\Dragon.cpp
4
1
-
A
022_Variance Shadow Maps\CustomGUI.h
0
1
2
A
004_Metalights Improved Interleaved Shading\Sponza.h
0
1
2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\PropagationPass.h
0
1
2
A
007_Tile Shading\SponzaGBufferPass.cpp
4
1
-
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\RSMBufferPass.cpp
4
1
1
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\RSMBufferPass.h
0
1
-
A
001_Reflective shadow map\main.cpp
1
1
-
A
002_Non-interleaved Deferred Shading of Interleaved Sample\ShadingOnSplitedGBufferPass.cpp
4
1
-
A
003_Stochastic Light Culling\SponzaGBufferPass.h
0
1
-
A
007_Tile Shading\SponzaGBufferPass.h
0
1
2
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\ScreenQuadPass.cpp
4
1
-
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