ASTex-ICube / aa_real_time_glintLinks
☆13Updated 4 years ago
Alternatives and similar repositories for aa_real_time_glint
Users that are interested in aa_real_time_glint are comparing it to the libraries listed below
Sorting:
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.☆85Updated 3 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆65Updated 4 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆87Updated last week
- Spherical/zonal harmonics library☆142Updated last month
- A collection of primarily graphics programming focused blog posts.☆69Updated 11 months ago
- An implementation of Photon Mapping using DXR☆26Updated 6 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆34Updated 4 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆88Updated last year
- Texture Set Neural Compression Sample☆65Updated 3 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆50Updated 3 years ago
- OpenGL application inspired by Walt Disney Animation Studios BRDF Viewer. A BRDF Viewer that support standard RGB and spectral data (tri…☆55Updated 5 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆66Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Variable Rate Shading and Depth of Field☆101Updated 2 years ago
- A simple D3D12 sample demonstrating how to use white and blue noise to eliminate color banding.☆27Updated 5 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 3 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 9 months ago
- ☆27Updated 5 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 7 months ago
- Demo code for the compressed shadow maps project☆52Updated 5 years ago
- DFG LUT generator☆55Updated 7 years ago
- ☆98Updated 3 years ago
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆124Updated 2 years ago
- small generic spatial clustering C++ library☆39Updated last month
- Cone-sphere occlusion LUT generator☆83Updated 9 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆48Updated 10 months ago
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆157Updated 2 weeks ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- ☆21Updated 7 years ago