NuiLab / realtime-celestial-renderingLinks
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.
β57Updated 8 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
Sorting:
- Proof of concept Compute Shader without using data packing in textures for input/outputβ49Updated 5 years ago
- Simple compute shader example in the Unreal Engine (4.24).β51Updated 3 years ago
- π₯§ An OpenGL 4.x example of GPU Zen 2's ray casting techniques for baked texture generation chapter.β45Updated 6 years ago
- Gpu Renderer and Rasterizer - for pythonβ28Updated 10 months ago
- The sample for the GPU Pro 6 article on volumetric explosions.β50Updated 10 years ago
- Tangent space calculator for Houdiniβ38Updated 8 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detectionβ35Updated 3 years ago
- A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy cloudsβ51Updated 2 months ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracingβ62Updated 5 years ago
- This demo shows how to use the surface gradient based framework to do compositing of bump maps in both simple and complex scenarios.β83Updated 2 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftoβ¦β54Updated 3 years ago
- University of Waterloo CS888 2019β53Updated 5 years ago
- A screen space sub-surface scattering demo implemented with vulkan apiβ16Updated 5 years ago
- β40Updated 6 years ago
- β63Updated 7 years ago
- Exploratory Project on Fast Screen Space Global Illuminationβ35Updated 5 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.β84Updated 5 years ago
- Image Based Lighting using DirectX 12.β41Updated 5 years ago
- β31Updated 7 years ago
- β23Updated 12 years ago
- webpage for i3d symposiumβ9Updated 2 weeks ago
- OpenGL compute shader fluidβ22Updated 4 years ago
- Various C/C++ examples. DirectX, OpenGL, CUDA, Vulkan, OpenCL.β53Updated 9 months ago
- A GPU implementation of a unified approach to grown structures, implemented with Vulkanβ50Updated 7 years ago
- Vulkan-based implementation of clouds from Decima Engineβ52Updated 6 years ago
- Example programs and source code for GPU Zen 2β154Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.β22Updated 4 years ago
- β26Updated 5 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1β38Updated 5 years ago
- β98Updated 2 years ago