StarsX / SmokeAmpLinks
3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all in C++ AMP
☆19Updated 5 years ago
Alternatives and similar repositories for SmokeAmp
Users that are interested in SmokeAmp are comparing it to the libraries listed below
Sorting:
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆105Updated 5 years ago
- undergraduate student course project in Zhejiang University☆49Updated 9 years ago
- ☆38Updated 7 years ago
- DirectX 11 3D smoke simulation by Eulerian grid method for solving Navier-Stokes equation and rendering by volume ray-casting, all with c…☆39Updated 5 years ago
- ☆102Updated 9 years ago
- Atmosphere rendering based on precomputed table.☆35Updated 7 years ago
- Real-time Animation and Rendering of Ocean Whitecaps☆83Updated 10 years ago
- [SIGGRAPH 25 Poster] A realtime global illumination renderer using Surfels as scene cache.☆43Updated 5 months ago
- Offline fluid simulation solver adopted from https://github.com/doyubkim/fluid-engine-dev.☆74Updated 6 years ago
- ☆147Updated 5 years ago
- Master thesis project about hair rendering at Utrecht University☆13Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracing☆64Updated 6 years ago
- Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria)☆44Updated 8 years ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆31Updated last year
- ☆27Updated 6 years ago
- Global Illumination using Spherical Harmonics☆88Updated 5 years ago
- Real-Time Global Illumination using Precomputed Light Field Probes☆128Updated 7 years ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆108Updated 10 months ago
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆89Updated last month
- ☆13Updated 8 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆50Updated last year
- A C++/DirectX 11 implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"☆91Updated 4 years ago
- Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile r…☆121Updated 10 months ago
- Ray tracing sample using GGX reflection model, 1spp with spatial-temporal denoiser. Acceleration structure build uses async compute.☆50Updated 10 months ago
- Authors' implementation of my SIGGRAPH Asia 2019 Technical Briefs (The Power of Box Filters: Real-time Approximation to Large Convolution…☆56Updated 10 months ago
- DirectX 12 sample: real-time voxelization making use of tessellation for primitive processing and extrapolations, as well as depth peelin…☆26Updated 10 months ago
- Position Based Fluids CUDA implementation☆139Updated 4 years ago
- Demo code for the compressed shadow maps project☆58Updated 6 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆91Updated 3 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…☆105Updated 6 years ago