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master
GraphicAlgorithm
540
issues
2
pull requests
549
files
1
active branch
×
CodeFactor Rating B+
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Grade
Name
Complexity
Churn
Issues
A
013_Fourier Opacity Optimization for Scalable Exploration\OpacityShadingPass.cpp
4
1
2
A
022_Variance Shadow Maps\ScreenQuadPass.h
0
1
2
A
003_Stochastic Light Culling\LightCamera.cpp
6
1
-
A
022_Variance Shadow Maps\Sponza.h
0
1
2
A
013_Fourier Opacity Optimization for Scalable Exploration\RecontructPass.cpp
5
1
1
A
022_Variance Shadow Maps\VSMBufferPass.h
0
1
-
A
005_Interactive Order Independent Transparency\CustomGUI.cpp
6
1
-
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\PropagationPass.h
0
1
2
A
013_Fourier Opacity Optimization for Scalable Exploration\Sponza.cpp
4
1
-
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
001_Reflective shadow map\HalfCornellBoxGBufferPass.cpp
4
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
-
A
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination\ScreenQuadPass.h
0
1
2
A
007_Tile Shading\TilePass.cpp
4
1
-
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