- CSharpRenderer by bartwronski (Work in Assassin’s Creeds Series)
- A DX11 based graphics framework for rapid visual effect and algorithm prototyping
- Some interesting algorithms already there
- Temporal Scalable Ambient Occlusion
- Blog: http://bartwronski.com
- Github: https://github.com/bartwronski/CSharpRenderer
- Nvidia Texture Tools
- A image processing and texture manipulation library
- Various texture formats supported, including D3D10 & 11 formats.
- Mipmap and normal map generation, format conversion, DXT compression (CUDA based also).
- Github: https://github.com/castano/nvidia-texture-tools
- A image processing and texture manipulation library
- DirectXTex
- https://github.com/Microsoft/DirectXTex
- Windows only texture library, but fully supports DXT format
- AMD Radeon SDK
- There’re a couple of interesting algorithm of rendering, with source code as well.
- GPU based particle, tiled lighting, separable filter etc.
- Nvidia Gameworks
- https://developer.nvidia.com/gameworks-directx-samples
- Edge-cutting tech
- Old DX11 samples: https://developer.nvidia.com/dx11-samples
- Still quite useful, and not too old.
- https://developer.nvidia.com/gameworks-directx-samples
- DirectX 12 graphics samples
- Including a DX12 mini engine
- https://github.com/Microsoft/DirectX-Graphics-Samples
- MSAA and temporal AA of The Order 1886
- Scalable Ambient Obsccurance