NVIDIA / self-intersection-avoidance
Repository with HLSL and GLSL sample code for self-intersection avoidance in DXR and Vulkan
☆20Updated last year
Alternatives and similar repositories for self-intersection-avoidance:
Users that are interested in self-intersection-avoidance are comparing it to the libraries listed below
- DX12 Path Tracer with ShaderToy interop☆43Updated 3 months ago
- A compute/workgraph workload running inside the Cauldron framework☆27Updated last year
- Implementation of "Single-pass stratified importance resampling"☆28Updated 2 years ago
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆48Updated last year
- Repo for KickstartRT demo application☆51Updated 2 years ago
- ☆20Updated 2 months ago
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- ☆25Updated 3 years ago
- A simple and fast parser for PBRT v3 files☆24Updated last year
- Sample for cluster-based continuous level of detail rasterization or ray tracing☆61Updated 2 weeks ago
- Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing☆40Updated 3 weeks ago
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆30Updated 2 years ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆58Updated 10 months ago
- NVIDIA RTX Character Rendering SDK☆37Updated 2 months ago
- ☆13Updated last year
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆21Updated last year
- Code for "Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines" (SIGGRAPH 2022 Talk) by Tizian Zeltner, Brent Burley, a…☆44Updated 2 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆84Updated 11 months ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated last year
- Prague Sky Model☆21Updated last year
- Assets used during the creation of SEED's Project PICA PICA☆75Updated 5 years ago
- CUDA based Pathtracing Offline and Realtime Renderer☆35Updated this week
- Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.☆35Updated 3 years ago
- A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance☆30Updated 5 years ago
- Implementation of the SIGGRAPH 2022 paper "Efficiency-aware MIS for bidirectional rendering algorithms"☆28Updated 2 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
- Implementation of the Eurographics 2021 paper: "Correlation-Aware MIS for Bidirectional Rendering Algorithms"☆15Updated 4 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆42Updated 4 months ago
- ☆23Updated last month
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆96Updated 2 months ago