MarcioCerqueira / GlobalIllumination
Some algorithms for global illumination in OpenGL + GLSL
☆33Updated 4 years ago
Related projects ⓘ
Alternatives and complementary repositories for GlobalIllumination
- Converting vertex meshes to voxel data and visualizing using VCT☆78Updated 7 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆63Updated 7 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 11 years ago
- Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi)☆55Updated 8 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆62Updated 7 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- A DirectX 11 implementation of voxelization☆18Updated 8 years ago
- GameWorks cross-platform graphics API samples☆30Updated 8 years ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 2 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Low-Resolution Rendering Sample☆62Updated 9 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Clustered forward rendering demo with Vulkan☆54Updated 6 years ago
- A GPU Path tracer implementing VCM☆21Updated 7 years ago
- Tiny Global Illumination OpenGL Renderer☆51Updated 8 years ago
- Vulkan implementation of "Responsive Real-Time Grass Rendering for General 3D Scenes" by Jahrmann and Wimmer☆14Updated 7 years ago
- 🥧 An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.☆42Updated 5 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/ifto…☆52Updated 2 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- Implementation of Efficient Energy-Compensated VPLs using Photon Splatting (and various rendering techniques)☆27Updated 3 years ago
- ☆40Updated 8 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆39Updated 7 years ago
- ☆91Updated 7 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆35Updated 6 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- Real-time Animation and Rendering of Ocean Whitecaps☆80Updated 9 years ago
- NVIDIA Direct3D SDK 11☆11Updated 6 years ago