MarcioCerqueira / GlobalIlluminationLinks
Some algorithms for global illumination in OpenGL + GLSL
☆33Updated 5 years ago
Alternatives and similar repositories for GlobalIllumination
Users that are interested in GlobalIllumination are comparing it to the libraries listed below
Sorting:
- Converting vertex meshes to voxel data and visualizing using VCT☆81Updated 8 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆56Updated 8 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆61Updated 7 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 7 years ago
- Low-Resolution Rendering Sample☆63Updated 9 years ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- Real-time global illumination☆114Updated 9 years ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆81Updated 6 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Experimental Physically Based Renderer☆91Updated 5 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- Rendering framework with rasterizers & path tracers implemented using Vulkan, OptiX & OpenGL☆97Updated 4 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- ☆63Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Clustered shading on Android sample☆69Updated 8 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆45Updated 6 years ago
- Variable Rate Shading and Depth of Field☆99Updated 2 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆86Updated 7 years ago
- Source code for the light scattering sample☆97Updated 8 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- A DirectX 11 implementation of voxelization☆18Updated 9 years ago
- Implement some RTR and PBR papers☆48Updated 8 years ago
- A simple Vulkan-based renderer for my master thesis on real-time transparency☆97Updated 8 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- PhotonMapper☆48Updated 11 years ago
- ☆24Updated 10 years ago