JMS55 / gi-studyLinks
☆45Updated 2 years ago
Alternatives and similar repositories for gi-study
Users that are interested in gi-study are comparing it to the libraries listed below
Sorting:
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆79Updated last year
- ☆27Updated 5 years ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆89Updated 2 weeks ago
- Demo code for the compressed shadow maps project☆55Updated 5 years ago
- a CPU/GPU physically based renderer☆34Updated 2 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆67Updated 4 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆63Updated 6 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 8 months ago
- A Vulkan implementation of the Visibility Buffer rendering method with hardware tessellation☆22Updated 6 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆60Updated 4 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 4 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆66Updated last year
- Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.☆40Updated 3 years ago
- ☆85Updated 5 months ago
- Signed distance field (SDF) generation by amortized ray tracing, SDF AO, and SDF soft shadow☆23Updated 10 months ago
- DDGI Minecraft is based on the 2019 SIGGRAPH paper, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields (2019), where w…☆87Updated 4 years ago
- GPU LBVH builder implemented in Vulkan and GLSL.☆54Updated 2 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 3 years ago
- A custom Scriptable Render Pipeline using ray tracing only.☆25Updated 2 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 9 months ago
- A compute shader implementation of the OneSweep sorting algorithm.☆69Updated last year
- Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. Implemented with Falcor …☆102Updated last year
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆49Updated 10 months ago
- HLSL Constant Buffer Layout Visualizer☆30Updated 10 months ago
- Collection of meshlet generation algorithms☆120Updated 2 weeks ago
- How to do DXT/BCn texture compression in Unity using compute shaders☆95Updated 2 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆127Updated 7 years ago
- Voxel Cone Tracing implemented in a well-abstracted layer that wraps around Vulkan.☆15Updated 6 years ago
- ☆135Updated 2 years ago
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago