RomboDev / Miscellaneous
☆54Updated 7 months ago
Alternatives and similar repositories for Miscellaneous:
Users that are interested in Miscellaneous are comparing it to the libraries listed below
- Utility for producing blue-noise dither mask tiles on the GPU☆80Updated 3 years ago
- Creates blue noise data using the SIGGRAPH 2016 paper from Solid Angle.☆43Updated 2 years ago
- C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021)☆56Updated last year
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- A demo of ambient occlusion map baking using DXR☆63Updated 2 years ago
- "Progressive Multi-Jittered Sample Sequences" in C++☆38Updated 4 years ago
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆40Updated 8 months ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆83Updated 9 months ago
- Semi-procedural textures using PPTBF (Point Process Texture Basis Functions).☆42Updated 4 years ago
- ☆77Updated last year
- Vulkan Path Tracer with Optix Denoiser integration☆32Updated 3 years ago
- A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance☆30Updated 5 years ago
- Offline renderer used for my blog posts☆103Updated 6 years ago
- Headers, tests, and examples for Covariance Tracing☆48Updated 4 years ago
- This sample showcases rasterizing and ray tracing displaced NVIDIA Micro-Mesh assets in Vulkan with and without the VK_NV_displacement_mi…☆94Updated last month
- Renderer and BVH traversal library☆59Updated 3 months ago
- A Simple Spectral Renderer☆200Updated 4 years ago
- An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". Please refer to …☆32Updated 3 years ago
- A GPU based implementation of the optimization described in the paper "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a…☆21Updated last year
- Renderer using C++, Embree and USD to achieve Path Tracing techniques on the CPU☆55Updated last year
- Implementation of the paper: `GPU Ray Tracing using Irregular Grids`☆52Updated 6 years ago
- pbrt-v3 implementation of Procedural Physically based BRDF for Real-Time Rendering of Glints. Xavier Chermain (ICUBE), Basile Sauvage (IC…☆22Updated 4 years ago
- Implementation of "Single-pass stratified importance resampling"☆27Updated 2 years ago
- Supplemental source code for "A Halfedge Refinement Rule for Catmull Clark Subdivision"☆36Updated last month
- Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies☆21Updated 11 months ago
- Spherical/zonal harmonics library☆138Updated last year
- Repository of the source code and demo of I3D 2020 paper Real-Time Stochastic Lightcuts☆127Updated 3 years ago
- A small dx12 base program I use to test shaders and techniques☆48Updated 2 years ago
- DX12 Path Tracer with ShaderToy interop☆43Updated last month
- Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo☆115Updated 5 years ago