KageKirin / ssbnLinks
Screen Space Bent Normals
☆16Updated 13 years ago
Alternatives and similar repositories for ssbn
Users that are interested in ssbn are comparing it to the libraries listed below
Sorting:
- My own framework on which I try things (mostly rendering-related)☆17Updated last month
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆65Updated 4 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆86Updated 7 years ago
- DFG LUT generator☆53Updated 7 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 3 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
- Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.☆36Updated 2 years ago
- Demo code for the compressed shadow maps project☆48Updated 5 years ago
- ☆63Updated 7 years ago
- Cone-sphere occlusion LUT generator☆82Updated 8 years ago
- Performance and bandwidth tester for D3D12 memory pools☆27Updated last year
- Image Based Lighting using DirectX 12.☆40Updated 5 years ago
- Sample implementation of UE4/Frostbite image based lighting method based on GGX convolution of HDR environment maps.☆13Updated 9 years ago
- Adaptive Order Independant Transparency Sample☆52Updated 2 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 3 years ago
- Deferred Screen Space Directional Occlusion☆91Updated 14 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 7 years ago
- CG resource☆41Updated 4 months ago
- Luma Preserving Mapper (LPM)☆95Updated 4 years ago
- ☆13Updated 4 years ago
- Convert the IES file into a IES texture for IES lightning☆54Updated 7 years ago
- HLSL code for https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/☆65Updated last year
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wip☆59Updated 3 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- Volumetric Clouds plugin for Stingray☆63Updated 8 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆84Updated 5 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 4 years ago
- Common core framework for implementing Global Illumination techniques☆15Updated 7 years ago
- virtual texture☆20Updated 5 years ago