Global-Illuminati / CoreFrameworkLinks
Common core framework for implementing Global Illumination techniques
☆15Updated 7 years ago
Alternatives and similar repositories for CoreFramework
Users that are interested in CoreFramework are comparing it to the libraries listed below
Sorting:
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 5 years ago
- ☆41Updated 6 years ago
- virtual texture☆20Updated 5 years ago
- ☆26Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 4 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 5 years ago
- Graphics Experiment - YCoCg Frame Buffers☆16Updated 5 years ago
- My own framework on which I try things (mostly rendering-related)☆18Updated last month
- ☆11Updated 6 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆56Updated 3 years ago
- Cone-sphere occlusion LUT generator☆82Updated 8 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 3 years ago
- A command line tool that converts game assets into a simple binary format for fast loading.☆19Updated 3 years ago
- Performance and bandwidth tester for D3D12 memory pools☆28Updated last year
- CG resource☆41Updated 5 months ago
- SH coefficients generated from cubemap texture to achieve irradiance used as light probe.☆11Updated 7 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 4 years ago
- Atmosphere rendering based on precomputed table.☆35Updated 6 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 7 years ago
- DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,HDR,SSR,Nvidia:HBAO,SMAA☆29Updated 8 years ago
- Some brdf shaders for Disney BRDF Explorer☆18Updated 7 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆15Updated 5 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆86Updated 7 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆31Updated 9 years ago
- Lighting Test for Unreal Engine 5☆11Updated 2 years ago
- インスタントラジオシティ。VPLを発射する。☆17Updated 11 years ago
- ☆15Updated last year
- DFG LUT generator☆54Updated 7 years ago