StarsX / NonuniformBlurLinks
Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution Kernel by Box-filtered Image Pyramid) demo I (just for reference). A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle (theoratica…
☆106Updated 2 months ago
Alternatives and similar repositories for NonuniformBlur
Users that are interested in NonuniformBlur are comparing it to the libraries listed below
Sorting:
- Real-Time Global Illumination using Precomputed Light Field Probes☆122Updated 7 years ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆56Updated 2 months ago
- XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrap…☆123Updated 2 months ago
- Master's thesis implementing real-time global illumination method.☆156Updated 6 years ago
- Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.☆49Updated 2 months ago
- A DXR path tracer with OptiX denoising. 5 months worth of research, trial & error as part of a project to learn and understand DirectX Ra…☆102Updated 6 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆85Updated 7 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆120Updated 2 months ago
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆118Updated 2 years ago
- Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR)☆77Updated 6 years ago
- Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine☆180Updated 2 years ago
- DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peelin…☆25Updated 2 months ago
- A hybrid rendering pipeline that combines rasterization and raytracing stages to generate real-time effects.☆61Updated 4 years ago
- Horizon Based Ambient Occlusion☆118Updated 9 years ago
- Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing,…☆80Updated last year
- Demo code for the compressed shadow maps project☆46Updated 5 years ago
- Experimental Physically Based Renderer☆91Updated 5 years ago
- Implementation of "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"☆66Updated 4 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock)☆65Updated last month
- Example programs and source code for GPU Zen 2☆153Updated 6 years ago
- Variable Rate Shading and Depth of Field☆98Updated 2 years ago
- Denoising a Vulkan ray traced image using OptiX denoiser☆94Updated last month
- A simple demo to show off the capabilities of the Cauldron framework☆129Updated 2 years ago
- Real-time global illumination☆113Updated 9 years ago
- Adaptive Order Independant Transparency Sample☆50Updated 2 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆63Updated 4 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆62Updated 5 years ago
- ☆97Updated 2 years ago
- ☆97Updated 7 years ago