KimuraRyo / libbsdfLinks
Library for BSDF, BRDF, and BTDF
☆29Updated 5 months ago
Alternatives and similar repositories for libbsdf
Users that are interested in libbsdf are comparing it to the libraries listed below
Sorting:
- Viewer for BSDF, BRDF, and BTDF☆57Updated last month
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Easy, simple path trace renderer.☆57Updated 3 weeks ago
- CUDA version of my renderer (real-time raytracing!)☆65Updated 7 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Headers, tests, and examples for Covariance Tracing☆48Updated 4 years ago
- Some algorithms for global illumination in OpenGL + GLSL☆33Updated 5 years ago
- Global Illumination using Spherical Harmonics☆77Updated 4 years ago
- RTX path tracing + GPU closest point queries (Vulkan)☆21Updated last year
- Integrating Clipped Spherical Harmonics Expansions☆45Updated 4 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- Real-time ray/pathtracing on GPU☆10Updated 6 years ago
- Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018☆41Updated 2 years ago
- Rendering framework with rasterizers & path tracers implemented using Vulkan, OptiX & OpenGL☆97Updated 3 years ago
- A fluid simulator featuring FLIP/PIC and narrow-band level set.☆34Updated 6 years ago
- Shows how to bake ambient occlusion at mesh vertices using OptiX Prime☆45Updated 6 years ago
- Understanding the Efficiency of Ray Traversal on GPUs☆43Updated 9 years ago
- Codebase to accompany the book: A Hitchhiker’s Guide to Multiple Scattering☆95Updated 2 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆79Updated 8 years ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆53Updated 6 years ago
- TinyVDBIO header-only C++ OpenVDB IO library☆37Updated 2 years ago
- Hybrid raytracing and filtering playground.☆27Updated 5 years ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- Renderer and BVH traversal library☆59Updated 6 months ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆42Updated 3 years ago
- A screen space sub-surface scattering demo implemented with vulkan api☆16Updated 5 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- CMU 15-462/662 Assignment 2: A Mini-Mesh Editor☆20Updated 9 years ago
- CIS565 Final Project☆37Updated 8 years ago
- Visibility Determination Library: hierarchical frustum and occlusion culling algorithms☆40Updated 4 years ago