AakashKT / LTC-AnisotropicLinks
LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.
☆90Updated last year
Alternatives and similar repositories for LTC-Anisotropic
Users that are interested in LTC-Anisotropic are comparing it to the libraries listed below
Sorting:
- Code for "Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines" (SIGGRAPH 2022 Talk) by Tizian Zeltner, Brent Burley, a…☆51Updated 3 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆49Updated 10 months ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆61Updated last year
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆51Updated 3 years ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆88Updated 2 years ago
- ☆164Updated 4 years ago
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆131Updated 4 years ago
- Spherical/zonal harmonics library☆142Updated last month
- ☆25Updated 3 years ago
- physically based path tracer on gpu☆56Updated 5 years ago
- Global Illumination using Spherical Harmonics☆84Updated 4 years ago
- Volumetric path tracer written in C++☆47Updated 2 years ago
- A Real-Time Path Tracing Reconstruction based on Blockwise Multi-order Feature Regression and implemented with DXR☆74Updated 5 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆125Updated 11 months ago
- Experimental GPU renderer using two-stage programming☆34Updated 3 years ago
- Offline renderer used for my blog posts☆108Updated 7 years ago
- Implementation of "Single-pass stratified importance resampling"☆31Updated 3 years ago
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆56Updated last week
- ☆17Updated 2 years ago
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆48Updated 2 years ago
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆164Updated last year
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 9 months ago
- A physically-based renderer utilizing Vulkan & DX12 raytracing API along with the implementation of several graphics papers.☆37Updated 3 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆35Updated 4 years ago
- A simple and fast parser for PBRT v3 files☆24Updated last year
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆79Updated last year
- This is my experiments with BVH build algorithms on GPU.☆56Updated last year
- Compact Poisson Filters for Fast Fluid Simulation☆77Updated 4 months ago
- minimal but extensible header only implementation of photon mapping in C++☆115Updated 3 years ago