Eclmist / Elixir
An offline, physically-based pathtracing renderer
☆11Updated 4 years ago
Related projects ⓘ
Alternatives and complementary repositories for Elixir
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆39Updated 7 years ago
- Raytracing Skeletal Animation☆33Updated 5 years ago
- A simple CPU/GPU OpenGL-based profiler☆23Updated 12 years ago
- OpenGL 4.5 raytracing based physically rendering. Researching on dynamic scene hierachy adaption.☆16Updated 4 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Sample implementation of UE4/Frostbite image based lighting method based on GGX convolution of HDR environment maps.☆13Updated 8 years ago
- Vulkan debug layer to visualize synchronization dependencies☆44Updated 5 years ago
- ☆17Updated 5 years ago
- Source for my implementation of Voxel Cone Tracing as part of my master thesis.☆17Updated 7 years ago
- ☆15Updated 6 years ago
- Implementation of Efficient Energy-Compensated VPLs using Photon Splatting (and various rendering techniques)☆27Updated 3 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆14Updated 5 years ago
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 5 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 3 years ago
- Repository contains models and reference files for ray-tracing☆66Updated 2 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 years ago
- Software rasterizer based on Larrabee's☆37Updated 8 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 2 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 6 years ago
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.☆16Updated 4 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- CIS565 Final Project☆38Updated 7 years ago
- Tile-based SW rasterizer☆31Updated 4 years ago