Skip to content
#

temporal-accumulation

Here are 2 public repositories matching this topic...

Language: All
Filter by language

GTX-class post stack that approximates RTX-style lighting with Vulkan compute, screen-space techniques, and temporal accumulation. There is no hardware ray tracing, no DXR/VK ray tracing pipelines, and no DLSS dependency.

  • Updated Jul 1, 2026
  • HLSL

🌴🍃A rainforest that isn't planted: it's computed. In a single ray-marching pass, this application makes mountains, fog, clouds, and thousands of trees bloom straight on the GPU — with no 3D models and no texture files on disk.

  • Updated Aug 3, 2026
  • JavaScript

Improve this page

Add a description, image, and links to the temporal-accumulation topic page so that developers can more easily learn about it.

Curate this topic

Add this topic to your repo

To associate your repository with the temporal-accumulation topic, visit your repo's landing page and select "manage topics."

Learn more