NuiLab / realtime-celestial-rendering
π A paper describing a technique to render a parametric celestial skybox with the ability to light environments similar to natural color corrected images from telescopes. Featured in 3DUI 2017.
β58Updated 7 years ago
Alternatives and similar repositories for realtime-celestial-rendering:
Users that are interested in realtime-celestial-rendering are comparing it to the libraries listed below
- Proof of concept Compute Shader without using data packing in textures for input/outputβ48Updated 4 years ago
- Checkerboard rendering with Magnum and OpenGLβ42Updated 2 years ago
- π₯§ An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.β43Updated 5 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftoβ¦β52Updated 3 years ago
- Simple compute shader example in the Unreal Engine (4.24).β49Updated 3 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracingβ62Updated 5 years ago
- Image Based Lighting using DirectX 12.β41Updated 5 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1β38Updated 5 years ago
- GPU classifies how to render millions of particlesβ73Updated last year
- DFG LUT generatorβ53Updated 7 years ago
- β63Updated 6 years ago
- OpenGL 4 shader playground.β25Updated 6 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wipβ54Updated 3 years ago
- Gpu Renderer and Rasterizer - for pythonβ28Updated 6 months ago
- The sample for the GPU Pro 6 article on volumetric explosions.β50Updated 10 years ago
- Tangent space calculator for Houdiniβ38Updated 7 years ago
- β28Updated 6 years ago
- An implementation of Photon Mapping using DXRβ25Updated 6 years ago
- Supplementary source code for "A Spherical Cap Preserving Parameterization for Spherical Distributions"β56Updated 7 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detectionβ35Updated 3 years ago
- DirectX 11 library that provides a GCN-optimized Compute Shader implementation of Depth of Fieldβ89Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.β20Updated 3 years ago
- A screen space sub-surface scattering demo implemented with vulkan apiβ16Updated 5 years ago
- β31Updated 6 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.β46Updated 4 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)β61Updated 7 years ago
- a collections of rendering techniques based on d3d11 for study ζΈ²ζζζ―ηζΆιδΈε¦δΉβ24Updated 5 years ago
- My own framework on which I try things (mostly rendering-related)β15Updated last month
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.β16Updated 5 years ago
- β11Updated 6 years ago