ASTex-ICube / real_time_glintLinks
☆36Updated 5 years ago
Alternatives and similar repositories for real_time_glint
Users that are interested in real_time_glint are comparing it to the libraries listed below
Sorting:
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆37Updated 4 years ago
- Spherical/zonal harmonics library☆142Updated last week
- Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights☆157Updated 2 months ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 10 months ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆90Updated last week
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Demo code for the compressed shadow maps project☆56Updated 6 years ago
- All documents related to my master thesis☆56Updated 3 months 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 demo of ambient occlusion map baking using DXR☆66Updated 3 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆63Updated 6 years ago
- ☆98Updated 3 years ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated 2 years ago
- A collection of primarily graphics programming focused blog posts.☆70Updated last year
- Global Illumination using Spherical Harmonics☆85Updated 4 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆51Updated 3 years ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆80Updated last year
- A collection of tone mappers for the display of 3D graphics☆86Updated last year
- LucidRaster: real-time GPU software rasterizer for exact OIT☆55Updated this week
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 3 years ago
- This repository contains a rough GLSL implementation of "Deep and Fast Approximate Order Independent Transparency" by G. Tsopouridis, A. …☆45Updated last year
- Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo☆116Updated 6 years ago
- Efficient rendering with distance fields☆84Updated 8 years ago
- Variable Rate Shading and Depth of Field☆101Updated 2 years ago
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆131Updated 4 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆39Updated 2 months ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 10 months ago
- Gpu Renderer and Rasterizer - for python☆28Updated last year
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆103Updated 5 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year