StarsX / NonuniformBlur
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 this week
Alternatives and similar repositories for NonuniformBlur:
Users that are interested in NonuniformBlur are comparing it to the libraries listed below
- A demo of various normal map filtering techniques for reducing specular aliasing☆84Updated 6 years ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆56Updated this week
- Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.☆48Updated this week
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆118Updated this week
- Intel® Graphics Optimized Temporal Anti-Aliasing (TAA)☆112Updated 2 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆116Updated 6 years ago
- A Real-Time Path Tracing Reconstruction based on Blockwise Multi-order Feature Regression and implemented with DXR☆68Updated 5 years 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…☆122Updated this week
- DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peelin…☆24Updated this week
- Horizon Based Ambient Occlusion☆115Updated 9 years ago
- A hybrid rendering pipeline that combines rasterization and raytracing stages to generate real-time effects.☆61Updated 4 years ago
- Master's thesis implementing real-time global illumination method.☆154Updated 6 years ago
- A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock)☆65Updated 6 months ago
- ☆53Updated 4 years 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
- physically based path tracer on gpu☆55Updated 4 years ago
- Atmosphere rendering based on precomputed table.☆35Updated 6 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
- ☆63Updated 6 years ago
- Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine☆180Updated 2 years ago
- Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction☆98Updated 5 years ago
- Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine.☆199Updated 5 years ago
- A sample demonstrating hybrid ray tracing and rasterisation for shadow rendering and use of the FidelityFX Denoiser.☆63Updated 3 years ago
- BRDF LUT generation for PBR Pipelines☆148Updated 7 years ago
- XUSGRayTracing-EZ sample on DirectX12: real-time voxelization making use of ray-tracing pipeline for easy solid voxelization.☆27Updated this week
- Vision is a GPU physically based renderer☆34Updated this week
- Denoising a Vulkan ray traced image using OptiX denoiser☆90Updated 5 months ago
- White furnace test implementation for GGX/Smith☆37Updated 7 years ago
- Interactive Path Tracing with Spatiotemporal Variance Guided Filter (SVGF)☆122Updated 4 years ago