GPUOpen-Effects / pbrt-v4Links
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
☆31Updated last year
Alternatives and similar repositories for pbrt-v4
Users that are interested in pbrt-v4 are comparing it to the libraries listed below
Sorting:
- Texture Set Neural Compression Sample☆79Updated 2 months ago
- Repo for KickstartRT demo application☆52Updated 3 years ago
- Sample for cluster-based continuous level of detail rasterization or ray tracing☆142Updated last week
- Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing☆59Updated last month
- Real-time Global Illumination with Vulkan Ray Tracing API☆99Updated 3 years ago
- A collection of NRI samples demonstrating basic usage (also works as a test bench)☆52Updated last week
- small generic spatial clustering C++ library☆43Updated 2 months ago
- ☆129Updated 5 months ago
- An educational path tracer written in C using Vulkan to supplement a lecture series on path tracing.☆105Updated 2 months ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 4 years ago
- 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
- Vulkan template with light abstraction as a base for personal projects☆29Updated last year
- Silhouette and toon shading post-processing with Vulkan☆97Updated 5 months ago
- GPU Ray Tracing Library☆87Updated 9 months ago
- Playground for doing procedurally infinite terrain rendering experiments with Vulkan☆85Updated 4 months ago
- Vulkan sample on VK_EXT_device_generated_commands and NV extension☆46Updated 10 months ago
- Graphics experiments for fun☆73Updated 4 months ago
- Neural Network in Dx12/HLSL Shaders☆110Updated 8 months ago
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆32Updated 3 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆100Updated last month
- based on Khronos Vulkan-Samples☆43Updated 5 months ago
- A collection of primarily graphics programming focused blog posts.☆71Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆81Updated 6 years ago
- GPU occlusion culling using compute shader with Vulkan☆58Updated 8 years ago
- ☆41Updated 3 years ago
- A multithreaded C++ program that uses raytracing and photon mapping to render photorealistic images of 3D environments☆70Updated 7 years ago
- Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.☆37Updated 4 years ago
- Cross-platform SSE/AVX/NEON-accelerated math library, coming with a common library to be used in HLSL/C++ code☆96Updated this week
- A physically-based renderer utilizing Vulkan & DX12 raytracing API along with the implementation of several graphics papers.☆36Updated 3 years ago
- Misc repository for certain GPU algorithms.☆44Updated 2 years ago