Lumak / Urho3D-LightProbeLinks
SH coefficients generated from cubemap texture to achieve irradiance used as light probe.
☆11Updated 7 years ago
Alternatives and similar repositories for Urho3D-LightProbe
Users that are interested in Urho3D-LightProbe are comparing it to the libraries listed below
Sorting:
- Lightmap generator for Urho3D based on Hugo Elias's Radiosity.☆24Updated 7 years ago
- a collections of rendering techniques based on d3d11 for study 渲染技术的收集与学习☆24Updated 6 years ago
- virtual texture☆20Updated 5 years ago
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"☆15Updated 6 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆56Updated last month
- Graphics Experiment - YCoCg Frame Buffers☆18Updated 5 years ago
- Modification of the Nvidia Cascading Shadow Maps demo using a pure shader based approach over immediate mode☆31Updated 9 years ago
- Common core framework for implementing Global Illumination techniques☆15Updated 7 years ago
- Implementation of Light Propagation Volumes (LPV) as part of my Diploma thesis at Faculty of Informatics at Brno University of Technology…☆18Updated 10 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆68Updated 8 years ago
- ☆42Updated 5 years ago
- DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,HDR,SSR,Nvidia:HBAO,SMAA☆29Updated 8 years ago
- My own framework on which I try things (mostly rendering-related)☆18Updated 5 months ago
- Skeletal animation player using the WhiteBoxEngine☆15Updated last year
- Checkerboard rendering with Magnum and OpenGL☆44Updated 3 years ago
- Cascaded Exponential shadow mapping using OpenGL and C++.☆22Updated 6 years ago
- Performance and bandwidth tester for D3D12 memory pools☆29Updated last year
- ☆38Updated 4 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Public direct3d11 tool prototying framework.☆24Updated 7 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆35Updated 7 years ago
- a reserch desktop app based on electron☆33Updated 8 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆68Updated 4 years ago
- ☆27Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆63Updated 6 years ago
- Simple global illumination implementation using voxel cone tracing. Implemented in C++ and DirectX.☆26Updated 7 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 4 years ago
- Real-time global illumination following the many-lights approach and using Imperfect Shadow Maps. This is the code for my master's thesis…☆14Updated 8 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.☆16Updated 6 years ago
- A bgfx port of lightmapper.h☆17Updated 9 years ago