NVIDIAGameWorks / NRC
Neural Radiance Cache (NRC) Library
☆15Updated 3 months ago
Related projects ⓘ
Alternatives and complementary repositories for NRC
- Source code for "Revisiting controlled mixture sampling for rendering applications" SIGGRAPH 2023☆20Updated 10 months ago
- Implementation of "Focal Path Guiding for Light Transport Simulation" (SIGGRAPH 2023)☆18Updated last year
- Implementation of the SIGGRAPH 2022 paper "Efficiency-aware MIS for bidirectional rendering algorithms"☆28Updated 2 years ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆52Updated 5 months ago
- Spatially Hashed Radiance Cache (SHaRC) Library☆49Updated 3 months ago
- Code for SIGGRAPH Asia 2024 (TOG) Paper "Efficient Image-Space Shape Splatting for Monte Carlo Rendering"☆19Updated 2 months ago
- ☆18Updated 3 years ago
- Source Code for "Neural Prefiltering for Correlation-Aware Levels of Detail" (SIGGRAPH 2023)☆16Updated 11 months ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆40Updated 5 months ago
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering☆43Updated last month
- Code for SIGGRAPH 2024 (ToG) paper "Specular Polynomials"☆79Updated last month
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆41Updated last year
- Implementation of the paper "Variance-Aware Multiple Importance Sampling" for bidirectional path tracing in PBRT.☆36Updated 5 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆38Updated 2 months ago
- 2D visualizer for specular path manifolds☆64Updated 3 years ago
- Source code for "Progressive Denoising of Monte Carlo Rendered Images".☆55Updated 2 years ago
- This is my experiments with BVH build algorithms on GPU.☆46Updated last month
- Vulkan Implementation of NVIDIA's paper Real-time Neural Radiance Caching for Path Tracing.☆18Updated 2 months ago
- ☆19Updated 11 months ago
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆28Updated 2 years ago
- ☆33Updated 2 years ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆47Updated 2 years ago
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆155Updated 5 months ago
- ☆152Updated 3 years ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆81Updated 6 months ago
- Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024)☆113Updated 6 months ago
- Bachelor Thesis: Real-time Neural Radiance Caching in Heterogeneous Participating Media☆14Updated 2 months ago
- Implementation of the paper "Variance-Aware Path Guiding" (SIGGRAPH 2020)☆36Updated 3 years ago
- Neural Network in Dx12/HLSL Shaders☆85Updated 4 months ago
- Opacity Micro-Map SDK Source Repository☆65Updated this week