NVlabs / fermatLinks
Fermat is a high performance research oriented physically based rendering system, trying to produce beautiful pictures following the mathematician’s principle of least time
☆168Updated 6 years ago
Alternatives and similar repositories for fermat
Users that are interested in fermat are comparing it to the libraries listed below
Sorting:
- Gradient-domain path tracing (G-PT) and gradient-domain bidirectional path tracing (G-BDPT) for Mitsuba renderer☆98Updated 6 years ago
- ☆141Updated last year
- A visualization and editing tool for reflectance data☆140Updated 6 years ago
- Implementation for "Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring"☆56Updated 10 years ago
- A collection of gradient-domain light transport algorithms implemented with Mitsuba☆87Updated 2 years ago
- Code of "Practical Path Guiding for Efficient Light-Transport Simulation"☆242Updated last year
- Volumetric path tracer using cuda☆262Updated last year
- Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction☆98Updated 6 years ago
- A simple parser for the PBRT file format☆209Updated 2 years ago
- A research-oriented renderer☆104Updated 4 years ago
- OptiX Path Tracer☆91Updated 7 months ago
- A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance☆30Updated 5 years ago
- OptiX version of Pete Shirley's "Ray Tracing in One Weekend" (Final Chapter example only)☆88Updated 4 years ago
- Renderer and BVH traversal library☆59Updated 2 weeks ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- GPU Monte Carlo Ray Tracing Renderer using NVIDIA OptiX 7☆232Updated last year
- Monte Carlo Ray Tracing Renderer☆77Updated 6 years ago
- A (not too) small physically based renderer that implements the vertex connection and merging algortihm☆296Updated 4 years ago
- Codebase to accompany the book: A Hitchhiker’s Guide to Multiple Scattering☆95Updated 2 years ago
- The code in this tutorial implements a BVH acceleration structure☆79Updated 5 years ago
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆124Updated 10 months ago
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆53Updated 7 years ago
- Headers, tests, and examples for Covariance Tracing☆49Updated 5 years ago
- Code for fast approximate generalized winding number (solid angle) computation for triangle soups☆142Updated 4 years ago
- ☆53Updated 6 years ago
- A library for ray tracing based rendering algorithms using CUDA☆51Updated 4 years ago
- Interactive Path Tracing with Spatiotemporal Variance Guided Filter (SVGF)☆124Updated 5 years ago
- Understanding the Efficiency of Ray Traversal on GPUs☆43Updated 9 years ago
- Basic CUDA path tracer with triangle mesh support☆51Updated 5 years ago
- ☆90Updated 13 years ago