Enhanced InstancedMesh with frustum culling, fast raycasting (using a BVH), sorting, visibility, LOD, skinning and more.
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Updated
Mar 8, 2026 - TypeScript
Enhanced InstancedMesh with frustum culling, fast raycasting (using a BVH), sorting, visibility, LOD, skinning and more.
Unity multiple approaches for GPU instanced grass (+ occlusion/frustum culling)
Octree/Quadtree/N-dimensional linear tree
Extension methods for BatchedMesh to accelerate raycasting and frustum culling, handle different uniforms for each instance, LOD and more.
A repo for my research on planet rendering in c++ | opengl **Now runs on Linux**
Visibility Determination Library: hierarchical frustum and occlusion culling algorithms
An attempt to make a world map in webgl
This is a DirectX application with some basic Game engine features.
TypeScript based 3D game engine.
Grass Simulation using OpenGL
Common mathematics library, C99 GLM alternative (vector, matrix, quaternion, camera, bounding, color)
3D software rendering engine written in C. This project implements a full custom graphics pipeline from scratch, optimised for CPU‑bound environments. It features volumetric extrusion, multithreaded rasterisation, shadow mapping, distance‑based LOD, and a configurable projection system with supersampling anti‑aliasing.
This repository is a learning project that explores the fundamentals of 3D rendering with OpenGL. It is a collection of experiments and demonstrations, integrated with ImGui, allowing for easy exploration and modification of parameters.
WIP scene graph with frustum culling for Raylib
C++ Engine with Vulkan renderer
Real-time DirectX 11 renderer
Research renderer for real-time SDF data, built with C++ and Vulkan. Focuses on occlusion optimizations and mesh shaders as part of a Master's degree project.
A high-performance 3D point cloud visualization engine built with C++17 and OpenGL, achieving 858 FPS with 1M+ points through advanced spatial optimization.
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