JasonHuang3D / JasonHuangAlbum
My Albums
☆16Updated 3 years ago
Related projects: ⓘ
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 3 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆81Updated 4 years ago
- Cone-sphere occlusion LUT generator☆79Updated 8 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆82Updated 6 years ago
- Checkerboard rendering with Magnum and OpenGL☆39Updated 2 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆59Updated 4 years ago
- CG resource☆39Updated 4 months ago
- Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.☆34Updated 2 years ago
- Source Code for Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading"☆65Updated 4 months ago
- Moment shadow mapping walkthrough (description only)☆26Updated 6 years ago
- Clustered Deferred and Clustered Forward Plus Shading in WebGL☆32Updated 3 years ago
- An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.☆48Updated 2 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆56Updated 6 months ago
- 📄 Triangle packer for light map☆75Updated 6 years ago
- ☆24Updated 4 years ago
- Efficient rendering with distance fields☆83Updated 7 years ago
- ☆63Updated 6 years ago
- Performance optimizations for screen space reflections technique☆12Updated 3 years ago
- My attempt at implementing Peter Shirley's "Ray Tracing - In One Weekend" book in Unity☆51Updated 2 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆115Updated 6 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆52Updated 3 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆63Updated 3 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆30Updated 8 years ago
- A demo of ambient occlusion map baking using DXR☆61Updated 2 years ago
- Implementation of Light Propagation Volumes (LPV) as part of my Diploma thesis at Faculty of Informatics at Brno University of Technology…☆18Updated 9 years ago
- Vulkan-based implementation of clouds from Decima Engine☆47Updated 5 years ago
- Final Project for CS2240☆34Updated 5 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆52Updated 2 years ago
- ☆43Updated last year
- How to do DXT/BCn texture compression in Unity using compute shaders☆67Updated last year