Skip to content

Instantly share code, notes, and snippets.

View thennequin's full-sized avatar

Thibault Hennequin thennequin

  • Kylotonn
  • Paris, France
View GitHub Profile
@jakubtomsu
jakubtomsu / octviz.odin
Last active February 7, 2025 20:08
Odin program for visualizing spherical/hemispherical octahedral mapping with Raylib
// Octahedral mapping visualization in Odin and Raylib
// by Jakub Tomšů (@jakubtomsu_)
//
// Build and run with 'odin run octsphere.odin -file'.
// No additional dependencies required.
//
// Sources:
// https://gpuopen.com/learn/fetching-from-cubes-and-octahedrons/
// https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/
@JiayinCao
JiayinCao / tiny_fiber.h
Last active December 8, 2025 12:16
Tiny Fiber ( A razor thin cross platform fiber library )
/*
MIT License
Copyright (c) 2023 Jiayin Cao
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@h3r2tic
h3r2tic / raymarch.hlsl
Last active November 22, 2025 17:12
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"
@JarkkoPFC
JarkkoPFC / bitonic_sort64.h
Last active December 3, 2024 22:23
Bitonic sort for 64 elements
template<typename T>
void bitonic_sort64(T vals_[64])
{
int h=-1;
do
{
for(unsigned i=0; i<32; ++i)
{
unsigned idx0=2*i;
unsigned idx1=4*(i&h)-2*(i+h)-1;
@kevinmoran
kevinmoran / SquirrelNoise5.hpp
Created July 22, 2022 22:45
Improvement on Squirrel3 noise-based RNG by Squirrel Eiserloh (https://twitter.com/SquirrelTweets/status/1421251894274625536)
//-----------------------------------------------------------------------------------------------
// SquirrelNoise5.hpp
//
#pragma once
/////////////////////////////////////////////////////////////////////////////////////////////////
// SquirrelNoise5 - Squirrel's Raw Noise utilities (version 5)
//
// This code is made available under the Creative Commons attribution 3.0 license (CC-BY-3.0 US):
@agyild
agyild / FSR.glsl
Last active December 8, 2025 15:16
AMD FidelityFX Super Resolution v1.0.2 for mpv
// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
@bblanchon
bblanchon / Open with Sublime Merge.reg
Last active August 13, 2024 13:15
Add "Open with Sublime Merge" to Windows Explorer context menu
Windows Registry Editor Version 5.00
[HKEY_CLASSES_ROOT\Directory\shell\smerge]
; %PROGRAMFILES%\Sublime Merge\sublime_merge.exe
"Icon"=hex(2):25,00,50,00,52,00,4f,00,47,00,52,00,41,00,4d,00,46,00,49,00,4c,\
00,45,00,53,00,25,00,5c,00,53,00,75,00,62,00,6c,00,69,00,6d,00,65,00,20,00,\
4d,00,65,00,72,00,67,00,65,00,5c,00,73,00,75,00,62,00,6c,00,69,00,6d,00,65,\
00,5f,00,6d,00,65,00,72,00,67,00,65,00,2e,00,65,00,78,00,65,00,00,00
@="Open with Sublime Merge"

From time to time I receive questions on the depth aware upsampling mentioned in the INSIDE-rendering presentation: https://loopit.dk/rendering_inside.pdf#page=39

noisy blur

The goal of this technique is to take the texture-output from a half-resolution pass, containing the results of sampling volumetric fog - and scale it up to full resolution. This presents two challenges:

  • Making sure samples from the low-resolution buffer, do not spill on top of foreground objects in the high-resolution buffer
  • Making sure the samples in the volumetric fog can be properly accumulated by TAA after upsampling

@crypticsea
crypticsea / opus.c
Created February 23, 2021 06:30
opus build
// cl /I celt /I silk /I silk/float /I include /c opus.c
// lib opus.obj
#define OPUS_CPU_X64
#define USE_ALLOCA
#define OPUS_BUILD
#include "celt/bands.c"
#include "celt/celt.c"
#include "celt/celt_encoder.c"
@BruOp
BruOp / separating_axis_culling.hpp
Created February 9, 2021 18:18
Separate Axis culling
struct OBB
{
vec3 center = {};
vec3 extents = {};
// Orthonormal basis
union
{
vec3 axes[3] = {};
};