Paul180297 / BezierLightLTCLinks
An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to README for the setup instruction.
☆32Updated 3 years ago
Alternatives and similar repositories for BezierLightLTC
Users that are interested in BezierLightLTC are comparing it to the libraries listed below
Sorting:
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- DX12 Path Tracer with ShaderToy interop☆43Updated 4 months ago
- A simple and fast parser for PBRT v3 files☆24Updated last year
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆84Updated last year
- Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019.☆35Updated 3 years ago
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- Gradient-domain Volumetric Photon Density Estimation, SIGGRAPH 2018☆41Updated 2 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆56Updated last year
- RTX path tracing + GPU closest point queries (Vulkan)☆21Updated last year
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆58Updated 11 months ago
- Offline renderer used for my blog posts☆103Updated 6 years ago
- A physically-based renderer utilizing Vulkan & DX12 raytracing API along with the implementation of several graphics papers.☆37Updated 2 years ago
- ☆18Updated 4 years ago
- Implementation of "Single-pass stratified importance resampling"☆28Updated 2 years ago
- Repo for KickstartRT demo application☆51Updated 2 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆44Updated 5 months ago
- This is my experiments with BVH build algorithms on GPU.☆56Updated 7 months ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 4 months ago
- Improved Blue Noise Generator☆39Updated 2 years ago
- A compute/workgraph workload running inside the Cauldron framework☆27Updated last year
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- An implementation of Photon Mapping using DXR☆26Updated 6 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆37Updated 4 months ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- Source code for the EON rough diffuse BRDF model☆33Updated 2 months ago
- Assets used during the creation of SEED's Project PICA PICA☆76Updated 5 years ago
- Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies☆25Updated last year
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆55Updated last year