LDAP / merian-quakeLinks
A path-tracer for the original Quake game
☆55Updated 2 weeks ago
Alternatives and similar repositories for merian-quake
Users that are interested in merian-quake are comparing it to the libraries listed below
Sorting:
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆53Updated 6 months ago
- The main repository for the AMD Dense Geometry Format SDK☆34Updated last week
- Spatially Hashed Radiance Cache (SHaRC) Library☆87Updated 3 weeks ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 8 months ago
- Sample for cluster-based continuous level of detail rasterization or ray tracing☆98Updated last week
- Collection of meshlet generation algorithms☆118Updated 6 months ago
- Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing☆53Updated last week
- Importance-sampled FAST Noise☆40Updated 3 months ago
- Repo for KickstartRT demo application☆52Updated 2 years ago
- This is my experiments with BVH build algorithms on GPU.☆56Updated 11 months ago
- ☆124Updated last month
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆59Updated last year
- A collection of primarily graphics programming focused blog posts.☆69Updated 10 months ago
- Real-time Global Illumination with Vulkan Ray Tracing API☆100Updated 2 years ago
- Texture Set Neural Compression Sample☆65Updated 2 months ago
- Filter-adapted Spatiotemporal Sampling for Real-Time Rendering☆186Updated 8 months ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆39Updated last year
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆34Updated 4 years ago
- Implementation of "Single-pass stratified importance resampling"☆31Updated 3 years ago
- OpenGL rendering pipeline with a parallax mapping shader made in the course Advanced Computer Graphics (TNCG14) at Linköpings University.☆34Updated 13 years ago
- ☆135Updated 2 years ago
- DX12 Path Tracer with ShaderToy interop☆46Updated 8 months ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆88Updated last year
- ☆79Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆77Updated 6 years ago
- Demo associata alla conferenza DevGames 2024 (https://devgames.org/) "Astrazioni per Vulkan/DirectX"☆29Updated last year
- Source code for the EON rough diffuse BRDF model☆38Updated 2 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆86Updated 2 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for reflections.☆57Updated 3 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year